stepnix: Player One (break)

Chuubo's Marvelous Wish-Granting Engine isn't as tightly structured as Princess Wing, but it does provide some guardrails:

1) The game is divided into chapters, that typically cover a length of time determined by the campaign genre

2) Each player can (and usually will) perform two XP Actions per chapter, with available XP action typically determined by campaign genre. These are usually specific emotional beats, or actions that become significant by having attention drawn to them, rather then their outcome.

3) After performing an XP action, your character "fades," or loses narrative focus.

All of this combines to form a revolving spotlight effect. If the spotlight falls on you, it helps to have a scene prompt ready!

Your scene prompts are bundled into quests. A full quest write-up contains:

1) A situation your character is presently involved in, or a situation they keep coming back to. This is the Quest itself.

2) Major goals, significant narrative beats that you can expect to happen during the Quest a limited number of times. The GM determines when they've been fulfilled.

3) Quest flavor, minor narrative beats that you can expect to happen during the Quest 1/chapter. The player can declare that quest flavor is happening without waiting for the GM's suggestion.

So! Of these, the quest flavor is the scene prompt tech closest to what I discussed with Princess Wing. The player decides that the scene will be about something in particular from their character material, and the scene will be about that. A quest's major goals work a little differently. I'd suggest they're prompts for the GM instead, scenes that the GM should be on the lookout to set up and create the opportunity for. I've heard the phrase "character flags" used for this kind of thing before.

[In practice, a Chuubo's game will probably see players saying "hey GM I have an idea for how to fulfill my major goal," and that's totally fine. It's a game that wants everyone to spend a little time in the director's chair, even if the GM has the most explicit power there.]

Much of this structure and prompt tech returns in The Far Roofs. This time, the quest flavor summons not just a narrative beat, but a specific emotional reaction to it from the player character, as determined by a Mood Roll. That's a lot to work with from just a couple lines!

Lastly, Far Roofs has a few prompts associated with its Mysteries and the neighborhoods of the Roofs.

The other prompts I've discussed here are linked to their games' progression systems. You get XP or other benefits from invoking them, which drives your character's story forward. The Errantry prompts, by contrast, are only there to spark ideas, characterize the element of the setting they're associated with, and invite players into the director's seat.

stepnix: Blue gear and sigil (bindings)

I keep mentioning this bit of tech/framework so I might as well write out what I mean by it, with some examples. By the end of this series I want to demo how I'm writing scene prompts for my current project.

The first game that got me thinking about scene prompts as a distinct bit of design tech was Princess Wing. When you create a magical girl in PW, you fill out a table of your character's hobbies, interests, or personal traits, each corresponding to a card value in a poker deck. During the game's investigation phase, you play cards to set scenes based on those cards, like playing the 4 of Hearts to play out a bit of chemistry class (your character's strong subject), or the 10 of Clubs to play out a scene reflecting on your character's future dreams. If the scene advances the story, you tick up an investigation clock.

[Note: "Advances the story" is determined by the GM, which means it's possible for this to play out more restrictively for a specific group, but the game is clear that the GM isn't supposed to plan things out ahead of time so that information can only be found in math class, or a specific location. The players are invited to justify their scenes by introducing bits like "My club president might be helpful here" or "I've seen them before at my favorite restaurant," and the game flows much more smoothly if the GM is generally permissive about how scenes relate to the investigation.]

The combat phase is all about managing the cards you play to get your desired effects on the mechanically defined board-state. In the investigation phase, what you do doesn't determine the mechanical output, just the decision to set a scene at all. The clock ticks up the same regardless. Instead, choosing what kind of scene you want to play is making a decision about what feels interesting or sensible based on your prewritten Life Tags and random hand of cards. This is theoretically more limiting than "start any kind of scene you want," but... I don't always know what I want! Getting a bunch of scenes to choose from makes things easier for me, and can take things in directions that people weren't expecting, but appreciate anyway. That's why the scene prompts in Princess Wing are so intriguing to me: They put authorial/directorial responsibility in the hands of the players, but give you a little more support so you don't need to come up with the ideas ex nihilo.

stepnix: Blue gear and sigil (theory)

so i've been in a couple conversations recently about the idea of "playing to win" vs "playing to lose" in ttrpgs. Playing to win means taking the actions most likely to result in your victory (whether that's within a specific scene or within the overall campaign context) and playing to lose generally means taking whatever actions are most in-character, without concern for whether they actually bring your character closer to their goal.

...except, I'm not sure it always means that. Sometimes the way "play to lose" is used, it suggests "be okay with losing" instead. That's a different idea! Your behavior when you're trying to win, but accept the possibility of loss, is different from your behavior when you're not trying for a victory at all.

[As an aside: some of the games I focus on most are games with dedicated combat scenes where "do what's in-character without concern for victory" is either counterproductive or a false distinction. So I'm leery of descriptions of "play to lose" as fundamental to the hobby]

"Play to lose" is really weird advice to give when your game's player-side mechanics consist of ways to win, and ways to make winning easier, flashier, or more effective. It's mixed signals, at the very least. On the other hand, "don't be a sore loser" makes perfect sense in that situation. Even while players are trying to win, they need to accept the possibility of loss, or else, when they inevitably do, they won't be able to pick themselves up again

[As another aside: TTRPGs have such a weird relationship to loss in general. lose a video game you usually just try again, lose a board game, you shake your head and try again next week or decide to play a different game instead, but loss in a TTRPG often a permanent change in play or gets removed as an option completely in response to those kinds of permanent changes in play]

So as I'm thinking about "don't be a sore loser," I realize that, this isn't language I hear very frequently in TTRPG spaces? We very rarely talk about these things in terms of sportsmanship, and I'm not sure why. Off the top of my head:

1) culturally inherited aversion to sports, even as a turn of phrase

2) TTRPGs tend towards such high emotional and social investment that we avoid talking about them as "just a game" like the concept of sportsmanship leans on

now I won't act like sportsmanship is a single coherent and legitimate phenomenon we can talk about without any chance of miscommunication, but like, this is an already-existing idea that's extremely relevant to a lot of talk about social expectations at the table. So it's very weird that I don't see it invoked more often!

Am I missing something? Is it just a vocab difference I've missed? has "do what's good for the story" somehow replaced the concept of sportsmanship???

Scenario - Systems

Wednesday, January 22nd, 2025 06:52 pm
stepnix: Blue gear and sigil (blue)

working on a post to map different ways TTRPGs tell you what you're supposed to do with them, the stories and settings they're supposed to work with. That's... a big topic, but I'm trying to fit it all in the term "scenario."

This post focuses on the rules-y parts. The other ones will also probably talk about rules but in different ways.

Read more... )

okay upcoming posts

Wednesday, January 8th, 2025 02:41 pm
stepnix: Purple shepherd's crook (pastoral)

With my homebrew out i want to get back to adding more to my site's theory section. Goblin post was good, so maybe next I can expand some of my past thoughts on social mechanics... or I can write something up about "scenario," that what-are-we-doing-here part of a game. I don't know where exactly I'd go with that one, other than my typical distribution-of-effort thing, but it's something I keep coming back to lately. idk what's the hot new design discourse

stepnix: Blue gear and sigil (magician)

Let's say you have an encounter of One Million Goblins against a party of four in an elfgame of your choice. the party's The Wizard has an anti-goblin amulet that can eliminate 999999 of those goblins. The goblins proceed to ignore three-fourths of the heroes' party and stab that The Wizard as many times as goblinly possible before that amulet can be used.

This was the most tactically advantageous option for the goblins, that is, it was optimized to secure their win condition. This was the most in-character option for the goblins, that is, it accurately reflected their emotional response to the anti-goblin amulet. From both of these perspectives, the GM played the goblins correctly. However, our hypothetical The Wizard player does not appreciate this fine alignment of ludonarrative incentives. They're upset, because they feel like the GM decided their character was overpowered and singled them out to die. From their perspective, the GM has failed their most important role: making the game fun.

Read more... )

(This is an expanded version of a Cohost post of mine from a few months ago. It's also available on my Neocities.)

stepnix: Blue gear and sigil (blue)
warning: the kind of (game) philosophy that's arguing about definitions. this will not make you a better GM, this will only maybe possibly make you a better designer, and that's only if you're the same kind of freak i am.

Playing and games )

the bit that reinforced pro sports as "true" games is the part i really felt like needed to be said, the rest is just what ended up bundled with it.
stepnix: Player One (break)

"Games and the art of agency" by C. Thi Nguyen

I think this might be cheating, because this paper expands into a full book that I've already read and enjoyed. But! I'm happy there's a shorter, portable version of that book's arguments that I can toss at people easily.

"In game playing, we take on alternate agencies. The game designer can shape a specific form of agency and then pass it to the player. The clarity of the rules and the crispness of the goals makes it easier for us to find our way into a novel form of agency. Thus, games allow for the curious possibility of communicating agencies. Games join, then, the various methods and technologies we have invented for recording aspects of our experience. We record sights in paintings, photographs, and movies. We record stories in novels, movies, and songs. And we record agencies in games. By letting us inscribe modes of agency in stable artifacts, games can help constitute a library of agencies."

stepnix: Blue gear and sigil (blue)
I'm going to describe two habits I notice in myself, and have also observed across multiple TTRPG communities. I tend to associate them with "system designer mindset" and "Game Master mindset" in my head, but that's not entirely accurate, so instead I'll call them the illustration tendency and the collage tendency.
rambles incoming )
stepnix: chibi Shin Godzilla (shingoji)
Hyperweapon is a game where the primary attack resolution mechanic is shooting a Nerf gun at a target in real life. In-game you're firing superpowered Hyperweapon firearms, in real life, you're using a dart blaster.


I love this concept )

(Previously seen on my cohost)

TTRPG thinks

Sunday, September 22nd, 2024 08:04 pm
stepnix: chibi Shin Godzilla (Default)
I care a lot about TTRPGs. on one level this simply means I passed the "wow this hobby is super high investment" filter, on another it's because i'm fascinated by how different systems create spaces of play, or add tools and toys to imagination play. lots of ways to describe what's happening there, i'm trying not to get too tied down in definitions in this one

Because I care a lot about the medium, I find myself pushing against default prescriptions of "this is what a TTRPG can be." sometimes in ways that are like, not actually in line with my own preferences! I like character creation and combat-heavy games, but I tell everyone I can about how good Yazeba's Bed and Breakfast is, which is a game for premade characters in slice-of-life vignettes. I've played Yazeba's and enjoyed it, but it's not the kind of game I like most.

It's interesting. probably healthy, to recognize that my own preferences and Good Game Design are different things. just kinda funny that I'll be looking for games that really push the boundaries, but then my own preferences are significantly more tame

May 2025

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