games

Good work, 47. I'm sure they'll pay your invoice soon.

I've still got a stack of games I want to finish that I started over Christmas, but I've been preoccupied recently by Hitman Freelancer.

Freelancer is a new game mode that layers onto the existing Hitman: World of Assassination, itself a rebranding of Hitmen 1–3, which came out between 2016 and last year. (Wait, I just checked, and Hitman 3 came out in 2021! What is time?)

Freelancer adds a roguelike (or roguelite? I can never remember the difference) mode to Hitman gameplay. A gameplay loop that is designed to be (hopefully) enjoyably repeated, with atypically punishing (though often not as much as it appears) failure states. In Hitman's case, that means you can't save and load in missions arbitarily, you can lose equipment by failing missions (or entire runs), and the elements of the missions vary procedurally.

This is fantastic for Hitman. It's genuinely transformed the game for the better, and it was good to start with. There were always some odd filigrees to the Hitman design space that I felt they circled round actually paying off.

The maps are big and intricate, and set up with lots of elements that are 'redundant' in the context of the core story missions -- areas that are underused, interaction points or equipment that's sort of by-the-by.

Through play, you unlock a ton of different equipment, but almost none of it is better than what you begin the game with. The game is also scored around being silent, sneaky, and evasive, which makes loud weaponry seem fairly pointless. (In practice, you could play that way and it could feel pleasantly transgressive, but it felt like working against the design intention even though they were literally giving you these weapons).

They've done various other game modes over the years which have nibbled at this. The Elusive Target model is very cool, though its appeal waned for me. In ETs, there's a real-time-limited special contract on a target. You can save during the mission; if you fail, that's it; if you complete any objective, you're 'locked in' to that run. But it must have been quite dev-intensive to do new ones, since they all required some unique design. And the level of failure penalty ('you have permanently failed this') encouraged and extremely cautious play style, which isn't actually that fun.

Other game modes also touched on these elements, but Freelancer feels like it finally makes it all make sense. They've retroactively made the game that fills out the design space they had already built.

I'm also not sure they could have, like, skipped right to this. Part of the success of Hitman comes from the intricacy of its maps and their little clockwork tessellations. Also the breadth and number of them. By taking the somewhat unusual step of updating the maps from each game to bring them into the next one (so Hitman 3, until it was all merged, would let you play Hitman and Hitman 2 maps if you owned them), they've given themselves a surprisingly large stable of very broad and deep maps that support a lot of replay. I think, if you sat down to design Hitman Freelancer as the baseline, you just couldn't make those same design decisions first time around. At least not sensibly.

Speed Dating Games

Over Christmas, I tried to catch up on my huge backlog of games to play. I'm generally fairly ruthless these days about not building up enormous backlogged lists of anything -- or, more accurately, ruthless about flushing them when they become too much.

(I think I talked about one approach to this -- the Pareto Principle -- back in The best 20% and Replacing weekend magazines last year.)

I had a list of some 30-or-so games that I wanted to play (and, crucially, at least temporary access to many of them through shared Steam libraries), but also didn't want to get bogged down by not finishing even one.

So I made a spreadsheet. Obviously.

I set out to play about an hour of a bunch of these games, scribble down some notes, and rate them based not on how good I thought they were, but on how keen I was to keep playing them. (You'd assume that that would track somewhat with how good I think they are, but it's a slightly different -- and more appropriate -- measure.)

This has left me with four or five games that I'm really eager to keep going with. (Which I have mostly been ignoring because I accidentally started playing Satisfactory.)

An hour isn't long to spend with most games, particularly those that can span 60+ hours of time. But, for me at least, it was certainly enough to give me a sense of the game. I wouldn't use that to argue in broad, sweeping terms about them, but it did give me a wider survey of how a bunch of games were doing things.

(I think also that it heightens similarities and differences between design choices. This 'thin slicing' approach feels like it would be a good exercise for exploring what design elements resonate with you vs what don't.)

Basically everything that floated on the top of my list were narrative-heavy games, which is less obvious than it may appear. I actually tend to not play that many of them year-round. Not because I don't want or intend to, but just because that collapses leisure so much into my already overstimulated work brain.

D&D and creative sensibilities in TTRPGs

A conversation with a dear friend the other day helped me put my finger on something that's bugged me -- largely subconsciously -- for a while about D&D.

I've been doing a bunch of thinking recently about establishing direction in TTRPGs, which I think is the keystone of better play. How that looks, precisely, varies with the game and the table, but as a general principle, I think it applies everywhere. The locus of who is doing what thinking will move around, but the people at your table need to be thinking about it. Doubly, triply so if what you're doing is narrative focused.

As a GM, I've been doing this for a while, albeit not always explicitly. Thinking about arcs for the player characters -- and the story they're cast in, if there is one beyond the arcs -- and how to drive towards those beats. As a player, I've long adopted this approach when designing my characters -- making sure I understand what their dramatic question or heroic ethos is, and where their arc might go.

I've progressively made this more explicit, as well -- asking players for their input or handing the work I've done on my character to the GM, communicating my expectations and fixed points, but leaving them loads of room.

(I've never used Stars and Wishes, but I think this is a thing that they do as well -- creating an explicit and regular communication channel that tends towards having players establish direction for their characters and world.)

Where the locus of this is and how it applies to a particular table or game is more flexible. Historically, I've tended towards what I think of as more of an 'architect' style of GMing -- crafting elaborate stories and arcs that play out over longer periods of time, and doing a large proportion of the direction work, using both my own input to the game and what the players have given to me.

There, I think the locus of direction rests on the GM. It's better -- much better -- if the players understand this and are working with it, being clear about what they want out of the story and their character's arcs. But there's also a lot more room for the unexpected -- the delight in seeing what someone comes up with and subjects you to. A lot of assumptions there about trust, shared sensibilities, and competence, but generally: I think that works really well.

A lot of narrative games in particular shift this locus of direction so that it's much more evenly distributed around the table. GMless games would be one extreme end of this, but even Powered by the Apocalypse and so forth create much more of a sense of shared responsibility for the world and story, rather than it being handed down a little more by the GM. (Obviously, it should always be flowing back and forth no matter your model, but in terms of the bulk of the direction, at any rate.)

I think this is the biggest stumbling block for those who have come up on more D&D-style games -- the sense of what's expected of them and what they're allowed to do. I also think there's some legacy mindset that 'approaching something out of character' is somehow 'cheating' or metagaming, in terms of developing a good roleplaying experience. Which is nonsense!

Games like Heart, which I talked about yesterday systematise this -- making the responsibility for directing your character an explicit part of the game. Which I love, particularly in terms of showcasing this way of thinking about play.

I think that cultivating this sense of direction and responsibility always leads to better play -- if for no other reason than it tends towards encouraging more explicit forms of communication around people's shared expectations of the game.

I keep coming back to Kieron Gillen's player principles for better play, particularly that first one: 'Make choices that support the table's creative goals'. There's a lot contained with in that: 1) The understanding that every table -- your table! -- has creative goals 2) That it is incumbent on you to know what those are; and 3) That your decisions should support those goals

All three is best case, of course, but even 1 and 2 are HUGELY important things that I think a lot of players can end up missing, some or all of the time.

Which brings me back round to D&D, and a specific point of frustration I've noticed in the past. One of the advantages of D&D for me, and probably the biggest reason I keep coming back to it, particularly as a gamerunner, is that the people I play with are, by and large, intimately familiar with it. They know how the game works, have at least high-level knowledge of the lore and world, and will often have a bunch of spare character ideas rattling around their head that they're itching to play.

...and that can often end up eclipsing the specific creative goals of any one game. Partly because people are excited by their existing ideas -- which is a nice thing! -- but don't always square that against the rest of what the table's doing. And also because of an identity issue with D&D.

D&D is... just so broad. That's by design, I assume, and it allows it to 'be' a lot of different games in a lot of different styles. But also means people bring in a lot of different expectations about it, which can be hard to overcome when setting up a game. Leading to some thematic/dramatic incoherency around the table.

This gets less so the more specific you go into the D&D product line -- if you look at a given setting, say the Forgotten Realms, or Greyhawk, or Spelljammer -- or beyond those into specific adventures like Curse of Strahd, the sense of tone and identity that emerge is a lot clearer. But that's also part of the problem, where people might come in with, say, gothic horror s their baseline for D&D. Or that cool character they didn't get to run in Curse of Strahd and they really wanna play -- but who might be a poor tonal fit for a over the top planeshifting extravaganza.

(Obviously, sometimes this can work out very well -- if there is a consistent tone at the table that one character just happens to be working directly against, that can lead to some really interesting outcomes! Problems tend to arise if all the player characters feel like they were lifted from entirely different genres of TV show, though. (Caveat to my caveat: I now want to make a game where that's an explicit creative goal -- have a character from each of a bunch of different vibes bundled together. But that underscores the point, really -- that would be working with the creative goals of the table.))

Crucially, I think all of this makes for better games. On paper, you might think that players would have more freedom if their options are unbounded, and in a sense, that's true. It's just not the good kind of player freedom. Everyone at the table has a stake in directing the game and the story, and the more they have a shared vision for what that is, the better it's going to be.

A corollary thought since I wrote the rest of this: Something I realise that I value from D&D as a long-term GM partly stems from this lack of core. I do like to do my own architecting and worldbuilding and show that off (without showing up with a Binder of Lore to bore my players). Most other systems I can think of I feel wouldn't let me do this in the same way.

Either they have such a strong identity to make that level of worldbuilding impractical, or they're broad enough that they don't grab me as alternative systems to D&D in the first place.

Hmm, this feeling merits more interrogation.

(One final final thought that doesn't fit anywhere else here: another reason that I have preferred D&D in recent years is good tooling. D&D Beyond is... such a treat as a player and GM. I don't need that level of tool as a GM or player, but I've got so used to it that I notice its absence.)

Heart Beats

I leafed through the TTRPG Heart the other day. What caught my eye about it was its 'Beats' system of character advancement.

The idea, in brief, is that each character's 'Calling' -- which defines their motivation for being entangled in the strange world of the Heart -- provides a list of 'beats'. These are moments, whole scenes, or mechanical effects that contribute to the 'story' of that motivation. These are broken down into 'Minor', 'Major', and 'Zenith' beats.

So, for example, the 'Enlightenment' Calling -- those who seek hidden mysteries and knowledge within the Heart -- has beats that include the following: Minor

  • Allude to the events that led you to seek forbidden knowledge to achieve an impossible task.
  • Sell or sacrifice a D8 or higher resource to secure a secret.
  • Release your shocking findings in a journal published in the City Above. Major
  • Kill someone who is trying to stop you from claiming knowledge.
  • Take Major Mind fallout. Zenith
  • Find the final secret you have so desperately sought and use it to solve your impossible task.
  • Find the final secret you have so desperately sought and destroy it so no one else can know of it.

Right away, I find this compelling just to read through -- it provides a very clear flavour of the gameplay and world of Heart (about which I knew nothing prior to this), of how the Callings differ from one another/the things they care about, and also a very specific hint at what play will feel like. So, as an establishing system, that's already really good. But that's not what the Beat system is actually for.

Each session, each character chooses two beats from their lists. They then tell the GM which they've chosen, and the GM is tasked with working elements that can help bring those beats about into the next session. This is a really strong, explicit feedback loop that makes GM prep clearer, and also changes the play experience, in a way I'll get to in a sec.

Players mark completed Beats to enabled character advancement and gain new abilities. They can only complete each beat in this way once -- no repeats. Minor beats are meant to be achievable within a single session. Major ones might take a few to truly set up or pay off. And Zenith beats are intended to mark the 'endgame' for that particular character, and pay off a whole arc.

There are many more Minor and Major beats that I excerpted above (and that's just for this particular Calling), but those are the only two Zenith beats. I think it provides a really nice, clear sense of story space for a character of this Calling, without prescribing one particular outcome.

The reason I find this so compelling is it makes explicit something I've only really learned implicitly in the past few years of GMing -- making players active directors of their own character's stories. That's not the only way of giving a PC a good arc, or telling a good story -- I take a lot of pleasure in figuring out what I think their arc should be, and I've seen it pay off really well when a player doesn't know how things are going to shake out.

But there's so much mileage that comes specifically from teaching players that they are also directing this story and providing explicit mechanisms to communicate that to the GM. Not only are you giving them a good arc and story, but the player knows the sorts of moments they are driving at. And that doesn't lock them down into a narrow set of options -- they can just as easily choose to work against or reject those moments when they arise, but that still happens within the context of an ongoing arc, and shapes its development from there.

A system like Heart's, where there's a specific mechanical incentive for doing this, appeals to me a whole bunch.

I think another effect of this is that it encourages clear communication of the table's creative goals. (See Kieron's newsletter for that player principle, among others.

I have not yet had the chance to leaf through the rest of Heart, but this is the kind of system that has me furiously wondering whether I have the time to run a game.

It's all real time

I was thinking about the term 'real time' and what that is taken to mean in games. It's generally used to mean continuous, unbroken time. In strategy games, it contrasts with a turn-based system, where the is the leisure of time to contemplate each move before making it, secure in the knowledge that time will not advance until you have.

(There are some vagaries, of course -- some 'real-time' strategy games will let you pause and think, or even set down instructions while the flow of time is paused.)

It's a useful term and one that has specific currency. I'm not actually disputing it here. But it's also not the only way we experience time.

I was thinking about 'real time' applied to something like Citizen Sleeper. You experience the passage of days; you decide how to spend a limited amount of energy and attention of different quality. You lay down plans and see them gradually come to fruition on longer timescales.

That is real time, for a different value of the concept. We don't just experience time with the moment-to-moment immediacy of changing lanes on a motorway -- a set of continuous inputs, decisions, and actions. We make plans, imagine future possibilities, (dwell on past annoyances, failings, or pleasures,) have to wait -- over the passage of longitudinal time -- for things to happen.

Obviously, games trying to have to create that feeling have to abstract what that looks like, to look for the feeling rather than the literal fact of the matter. (Unless you're doing something singular like THE LONGING). Games have to speed up and slow down to represent our real time.

(This thought, somewhat sidewaysly, brought about by considering hyphenation habits for 'a game in real time' vs 'a real-time game'. One of my first professional tasks (not in games) was editing a company 'book' which featured these phrases a lot.)

Feelings about Numbers

Here's a Reddit thread with a DM talking about how they've not tracked monster hitpoints for ages. They say they've actually just been making it up on the spot in response to some 'softer' mechanical considerations and doing what comes naturally to the fight's narrative. I came across this via a Twitter thread, which also has some interesting thoughts on the topic.

This makes a lot of sense to me. I've written previously on here about the tools I think D&D* equips its players with and doesn't vs fiction-first TTRPGs. (A Chain of Thoughts on Fiction-First TTRPGs vs D&D & Fiction-First TTRPGs.) Some loosely ordered thoughts:

  • I ran a Monster of the Week game a few weeks back, and anecdotally found it much easier to turn out a really satisfying final battle with little prep and no on-the-spot maths vs D&D.
  • Obviously those two games have many more general differences that factor in to that.
  • I wrote a Twitter thread last year about boss monster design in D&D. On the one hand, I actively enjoyed that calibration process and it lead to something very tailored for the group and produced a battle with a good narrative 'shape'. On the other, it was still a bunch of work.
  • The thread gets into the topic of game balance in D&D, which I know is a somewhat vexed issue. Personally, this has never been a huge issue at the tables I've run or played at. Not that there haven't been issues of balance in either direction, but they've been things that actually haven't mattered in their presentation, or that we've felt equipped to deal with as a set of concrete, specific problems (much easier to address vs systemically).
  • Reading that thread back shows me the ways in which its hitting the same point -- a lot of the design I'm doing in there isn't about arbitrary difficulty numbers as much as specific narrative or pacing or feeling effects. Which I think is 100% right. Those are the things people remember, and they are artefacts of how the crunchy mechanical numbers work (I guess c.f. Layers of Ruleson that).
  • It reminds me also of pseudo-randomness in games. I'm going from memory here, but e.g. the experience of missing multiple 95% to-hit chance shots in XCOM feels disproportionately terrible and unfair relative to how probability actually works. So, the system nudges things slightly, and temporarily increases the chances of hitting (in a way not surfaced to the player) if this happens repeatedly.
  • I'm sure there are other examples of this style of randomness, where it works like people think it should feel rather than how regular probability feels.
  • I think if you asked most people if they wanted this or 'real' unbiased probability in their games, they'd pick the latter. And maybe awareness of it would make it feel less bad. But I think they'd have more fun in the first case [where that was deemed necessary to include by the designers to make the game play better. Sort of by definition.]
  • And that doesn't seem remotely like a bad thing to me if it makes the game feel better. Obviously not the right thing in all instances, and it depends on what people are getting out of those games, but: a big part of a game designer or game master's job is to make the game feel good in the right ways.
  • Which doesn't actually mean 'giving the players what they want', possibly ever. It's about figuring out what the players think they want, then what they actually want, and finding ways to deliver that.
  • Compare that with always giving players the narrative outcome they want. Sometimes that's great, and I think a lot of people would tell you that's what they want. But the best outcomes are those where you don't get what you want, but something else that's surprising but stil feels earned within the game itself.

Theoretical Armatures

More links to TTRPG theory. Two posts both worth you're time if you're interested in this area:

Five Faces of the GM: Age of Ravens

Ben Lehman's Introduction to Forge Theory

Got some thoughts sparked by both:

Five Faces of the GM

This one was a little uncanny to me for how squarely it pinpointed the skills I (also) think are crucial to good GMing. Also those skills that (to briefly toot my own horn: toot!) I'm particularly proud of in my own GMing.

To illustrate the uncanniness: I read a section out loud to Olivia, saying 'I feel weirdly specifically perceived by this article', and proceeded to expound on what I'd read out and how that works for me personally. Only to then return to reading and find the next paragraph to be startlingly close to word-for-word what I'd just said.

Anyway, good piece, and a good articulation of some of what I also think of as the transferable soft skills of GMing.

Forge Theory

This was really interesting. I love structures and models for approaching and thinking about... well, most things if I'm honest.

But this was doubly interesting for me because: well, when it comes to writing and narrative craft, I often melt my own brain trying to hold some big metastructure of all my various tools, approaches, and heuristics in my head. I have an almost obsessive fear of 'forgetting how to do a particular thing'. Which is obviously nonsense, but is something I encounter a lot.

Seeing this forge theory model of the game structures (and compare with the three layers article I linked the other day) made me reflect on how these deep models of how things break down are really useful and empowering to inform thinking and action, and are especially valuable if you need to really interrogate something in depth and think critically about it. You already have a good sense of the dynamics and factors underpinning any proximal event to work back towards. But you can't live in that layer all the time because it would be debilitatingly, distractingly complex.

What clicked for me was the idea of these big models as a sort of armature -- something really sturdy to underpin the moment-to-moment work you're doing, and something you can peel back towards and rely on if things really need it. But it's the underlying structure, not the entire thing in and of itself.

Layers of Rules

I've fumbled around previously with my own definitions of 'fiction-first' vs D&D* TTRPGs. I mentioned that those games generally have a different 'locus of simulation' -- what are the rules primarily interested in simulating? Which to me generally seems to be 'the actions of the actors in this fictional world' or 'a piece of fiction in this style or genre'.

For me, that's still a useful lens, particularly in terms of the clarity it's given me about what works in some and not others. Most obviously: D&D* doesn't really do anything in terms of teaching its players narrative/dramatic tools -- around pacing, framing scenes, getting to the interesting stuff, etc. If you bring those skills in from outside, there's a better chance of having a good time. Fiction-first TTRPGs often have explicit rules, tools, or guidance that gets people thinking along those lines ('you are not just playing a character, you are an actor in a story').

I bring this up again (again!) because I read this piece: Three layers of RPG rules, which I think approaches this in a more systematic and interesting way.

Go read the piece, but to summarise: the 'rules' in TTRPGs aren't really just the bits about maths and rolling dice and how abilities work. They are also the social rules of the table and the fictional rules of the world. Different TTRPGs put the focus in different places (what I'd call the 'locus of simulation', though I think these layers usefully collapse/muddy that a bit), but it's more productive to think about all of those things as being 'rules', because it helps us disentangle what we really need to understand to have a good experience of a game.

I also love the examples of choosing to keep rules in the fictional layer:

First, I welcome you to take a look at the “powers” list in Project Ikaros, or “talents” in Eos or Legends. Here are a few:

Superheating: Scald or melt with a touch.
Sincerity: People may or may not believe you’re right, but always believe you’re honest.
Abjuration: Enemies cannot approach or attack while you chant, so long as allies do not attack.

These lists favor fictional rules over abstract rules. Thinking about what I need at the table, and what I find easy or hard to adjudicate, led me to fill pages with abilities I hoped would be self-evidently useful. They operate at the fictional layer because I find it easier to just describe the obvious result of being touched with a superheated hand than to I find it to track abstractions like hit points. And I still think of them as “rules” because they still provide guidance we need to abide by; I may well need my player to remind me, “I put on my most sincere smile, and count on him to believe me…” That governs what is allowed to happen next. It’s a rule.

This is another feature I associate favourably with fiction-first TTRPGs. Coming from a D&D background, coming across rules like this can feel vague on paper ('but... what am I allowed to do with it?'), but feel very empowering in play. (The flipside is usually around game balance, but that doesn't have the same concern where the game is less invested in the abstract rules layer.)

Closing thought: also check out the Indie RPG Newsletter #98: Play Culture of Why I Play How I Play for another perspective on these. Above all, I still enjoy architecting elaborate stories to delight and horrify my players, which pulls me back to D&D* games. But that's a point of differentiation, rather than something implicitly superior.

Locus of Simulation in D&D

I've previously described a distinction between fiction-first and D&D-like TTRPGs as the 'locus of simulation'.

Basically, my theory runs, in (many) D&D-style games (which often have a heritage of battle/wargames) tend towards a simulation of the actions of characters within the world (and the world itself), and fiction-first TTRPGs (e.g. Powered by the Apocalypse games) are more about simulating a particular piece of fiction. This is evident in the tools each gives its players, and often additionally through the sense of shared authorship/vs architected underlying reality that runs through them.

(I highly doubt this theory holds up to a truly robust kicking; rather, I've found it an interesting lens to clarify the distinction/strengths in my own mind.)

I bring it up (yet) again because it was (yet) again on my mind over the weekend. I had cause to look up 5E's 'stealth in combat' rules (yet again...) and found that they were a) simpler than everyone seems to think but b) run consistently against people's mental conceptions of how that should work in a world simulation.

I won't turn this into a dissection/reiteration of those rules, but it had me flashing back to my earliest days of D&D, haggling over things that 'didn't make sense' in the rules with people arguing about what they felt they should be able to do when looking at the situation logically. (Which never came up when the rules did allow them to do something that didn't fit with that same logic.)

This is one of the major shortfalls of the D&D* approach, for me.

  • The rules themselves often seem precise because they are seeking to so specifically simulate various different aspects of the world and its characters, say, what it means for one to be hidden from another.
  • But the rules are a necessarily imperfect and simplified abstraction of those things (which also have considerations such as game balance).
  • But what we encounter in a successful [by my metrics] game is a kind of immersion in the fiction more where players don't see things so much as a more straightforward 'tabletop battle game'.
  • Which leads to regular situations where we have an intuitive sense of what the world-state should look like and what action should be possible that doesn't match what the rules tell us. Usually, in the case of my stealth example, that's on one extreme end of 'your enemies don't just forget you exist because you've briefly disappeared from view' and 'I should be able to use the Hide action all the time because they're facing the other way fighting Bob.'
  • Neither of those examples are actually things the D&D stealth system cares about (it's not about them not knowing you're there -- it's about them not being able to see you; 'facing' isn't a standard 5E concept).
  • And the answer is often just 'ignore those rules that get in your way', which is all fine and good but can run into other considerations I won't get into here.

My point isn't really about stealth in 5E. It's to illustrate what I mean when I talk about the 'locus of simulation'. D&D* can end up tripping over itself trying to give us comprehensive enough rules that they feel like they're simulating elements of a physical reality, but not so overcomplex they become cumbersome. (Which can lead to a kind of 'uncanny valley' where our immersion in the fiction rubs against rules that seem more precise than they are.) Whereas other, fiction-first systems don't care about that in the same way. Hiding from someone in combat might have no rules, or use some other piece of rules that more closely represents what it is trying to accomplish in the fiction.

What I realise when coming to the end of this shard and being out of time is that there is some connection to the idea of naturalistic vs non-naturalistic representation of rules and fictional acts. But I'll have to dig into that thought another time.

A Chain of Thoughts on Fiction-First TTRPGs vs D&D*

Further thoughts on fiction-first TTRPGs that have solidified recently:

  • To reiterate, a major difference is the 'locus of simulation'. Are you simulating the world and its people, or simulating a fiction about that world? This is striking in the genre-focused games of Powered by the Apocalypse, in particular.
  • D&D(-alikes) often don't include tools or guidance within the game that make its GMs and players grapple with pacing or other narrative concepts which more readily create compelling fiction. (Not that it never engages with those things or tries to showcase them, but they're at best tangential, or more focused on the macro level of storytelling than narrower scenes and beats.)
  • This doesn't matter so much if you're playing D&D* with people who bring those skills in from elsewhere.
  • For this and other reasons, D&D* tends to lend itself to a 'contiguous time by default' mode of play, where you're mostly dramatising everything ('Okay, so you weave your way through the town's streets looking for an armour shop.'), and the GM exerting more of a directorial role over the flow of the narrative can sometimes feel like a failure state (emphasis on 'feel', because it's not).
  • One of those other reasons (and this came up in conversation with a friend recently; forgive me -- I forget who) is probably down to D&D*'s history -- dungeon crawls and battle maps, where time happens necessarily slowly to give the players the opportunity to declare checking for traps, sneaking down corridors, etc., where the player is trying to simulate their character's actions as closely as possible -- and failure to, say, look for traps in one particular room can lead to a 'gotcha'. Pulling agency back from the players -- a narratively interesting and necessary tool -- becomes an incidental weapon in that environment.
  • The same is true more obviously of combat -- D&D* has us dramatise essentially everything, moment-by-moment, because that is inherent in its combat system, which forms a significant part of the game (both present and historical).
  • This makes the idea of 'hard framing' or even just using dramatic framing techniques as narrative tools, feel incongruous if you've come into TTRPGs through a D&D* mode (certainly speaking for myself).
  • But good narrative really demands use of tools like this -- thinking about framing, where the action is, etc. -- otherwise you end up with a higher proportion of dead time.
  • You do wrest some agency away from the players by doing this BUT player agency is not an unalloyed good. Different games and tables will benefit from different approaches to it, and most players I know would trade 'always on' agency for more of their limited at-table time to be spent on the good stuff.
  • Fiction-first games build this tool into the system and surface them as explicit elements of play. Some are better at teaching this than others.
  • Even if you prefer D&D-style games for other reasons (on balance, I think I still do), understanding the affordances of your system and what tools you can import from elsewhere can transform your play experience.
  • One thing I love about D&D* is precisely the possibility of architecture in game-planning that runs against the affordances of an average fiction-first game which prioritises shared authorship over a hard underlying reality.

Fiction-First TTRPGs

I've been doing a bunch of reading recently into more 'narrative-first' TTRPGs. The moniker has never quite sat right for me -- I've always had the sense that people were never quite happy with how to refer to them and set them against other offerings in the TTRPG space. So: I'm talking about your PbtA ('Powered by the Apocalypse') and FitD ('Forged in the Dark') type games, as opposed to the D&Ds of the world.

The term's never quite stuck for me in part because I have tended to run pretty narrative-heavy D&D games. It's still pretty accurate to call these other games 'narrative-first', in that that's where the bulk of the systems and mechanics -- where the game is directing its attention and where it's asking you to direct yours -- fall. But I've started thinking of them as 'fiction-first' games.

My nascent theory is that a game like D&D, rooted more in a wargaming/tabletop battle-gaming history, is focused on simulating [aspects of] the actions, characters, and environments of the world within a setting. The 'fiction-first' games are focused on simulating, well, the fiction, and so often take the form of a careful deconstruction of the tropes, structures, and story beats of the relevant genre, and then turn them into interesting and fun game mechanics.

To be clear: neither is strictly superior in what it's doing, but this is what's made it 'click' for me. Also, it turns out Monster of the Week is pretty much the exact TTRPG void I've been looking for (at least on paper).