ars ludi

art of the game, roleplaying game theory from the brain of ben robbins

Archive for the ‘game theory’


Why Did Your Game Suck?

Sometimes your game sucks. Despite the best laid plans, these things happen.

Sometimes you never want to run a game again. You wonder why you are wasting your time doing it. In that case it was probably the players that messed things up. Probably.

Sometimes you want to run another game as soon as possible. That’s because you messed up and you want to make up for it. You want to erase the memory of the last game and prove yourself by running another better game.

If you’re not sure what went wrong in a game, ask yourself: do you want to run another game, now, or never again?

[I leave it as a exercise for the reader to apply this theory to other interactive "performance" arts like teaching or possibly acting - replace game with class or show where appropriate]

Who Ends the Game?

At a certain point game sessions become a puzzle that everyone is trying to solve, players and GM both.

Having created these problems, having put our heroes and other innocents in dire straits, having set up the villains and terrible hazards, how do we resolve everything in a way that is both dramatic and satisfactory to everyone? Victory alone is not the goal, since too easy a victory will not be appreciated.

It's four in the morning and tunnel vision sets in. Plans have already gone awry and there are more loose threads than solutions. How can the heroes exonerate the framed prince and overthrow his treacherous uncle when their only shred of evidence just got burned to a crisp? Or save the eastern seaboard from the death ray when they're already shrunken down and trapped in test tubes in the villain's lab? The urge to end the game in a way that makes sense starts to compete with the urge to just go home. Deus ex machina starts to look good.

So who steers the game to a satisfactorily conclusion, the players or the GM? It seems it should be the players, given that the concept is that the GM creates the problems and the players solve them. But often it is the GM who leaves a window open, or sees a place where a window must be to prevent the situation from becoming a stalemate, an impossible scenario, or one where the most likely solution is bad, dull or just unattractive. Or (sadly) the GM has scripted in that single solution, the only solution that will resolve the conflict, but that's a design flaw.

The real answer is that whoever is the best at forging a resolution will be the one to do it, regardless of what seat they're in. If a player is better at it, that player will do it. If the GM is better at it, the GM will do it. It can be a conscious or unconscious process, a subtle case of leading by example or a blatant vote to decide how to wrap things up. Other players (and the GM) will go along if the solution works for them.