Tag: Interpersonal relationship

  • The Strange Confession

    The Strange Confession

    This entry is part 6 of 6 in the series RPG Theory

    THE STRANGE CONFESSION

    There are infinite ways to design games. This is one of them. It is based on the underlying philosophy of the SNAP! SRD by Thought Punks /  Rev Casey. It is opinionated. We encourage you to also shamelessly share your visions. Write your manifestos. Post calls to action. Encourage the art you want to see.

    • We believe the fiction and the structure are one thing with two mouths, not partners, not allies, indivisible.
    • We believe the story must never stop, that stalls are design failure, that every roll must deliver something to hold.
    • We believe genre is gravity, physics, natural law written into the bones of the game.
    • We believe the silliest cartoon nonsense and the most devastating personal drama live at the same table in the same breath.
    • We believe your character’s layers should fight each other and your flaws are the most valuable things you own.
    • We believe relationships are engines and transformation is the point and the knife should always be shown before it cuts.
    • We believe in stealing shamelessly from every tradition that has ever made a room disappear and pledging allegiance to none of them.
    • We believe games are alchemical tools, that imagination does not respect the boundaries we draw around “just playing”, and that you can discover what is to be human with nothing but dice and index cards and a willingness to mean it.

    If that sounds like the work you want to be doing: this is how we work. Come with us.

    A surreal photograph of a woman in a white dress floating in an abandoned attic, capturing a sense of mystery.

    The room is gone. The boundary is gone. You are somewhere else now.

    You are leaning forward and you do not remember leaning forward. Your hands stopped moving. Someone across the table is holding their breath and you can hear it, the absence of air, the held moment before whatever comes next. The fiction swallowed you whole and you went willingly, you went eagerly. Because this is it. This is the thing. This is why you came here and why you keep coming back and why nothing else scratches this particular itch.

    The game is not a game anymore. It never was. It was always a door and you just walked through it.

    We know. We’ve been there. We live there, when we are lucky, when the design works, when everything aligns and the table becomes a crucible and we are remade inside it. We are not interested in passive entertainment. We are interested in active transformation. We are interested in the place where the fiction stops being fiction. And especially where it starts being a tool for cracking yourself open and finding out what lives inside.

    This is the forbidden alchemy. This is what we do. We use games to shatter the walls between the imagined and the lived, between the playful and the profound, between the ridiculous and the sacred. We believe human imagination is vast and wild and does not respect the polite boundaries we draw around “just a game”. We believe the internal worlds we build at tables are real in every way that matters. We design to honor that reality.

    This is not an accident. This is not a gift the dice give when they feel generous. This can be built. This can be made more likely. This is architecture and we are architects. We will share our vision with you because we want you to build it too. Because the more of us who build this way, the more of these moments exist in the world. And we are greedy for them. We are hungry for them. We will never have enough.

    Stunning grayscale image of the Rosette Nebula capturing a celestial star field.

    A critical secret: fiction and structure are not two things.

    We know how this sounds. We know you have been told they are partners, or allies, or that one serves the other. That “fluff” and “rules” live in their own separate universes. Forget that. Burn it.

    The fiction and the structure are the same thing speaking with two mouths. When you feel the weight of a choice in your chest, that weight is coming from both at once, indivisible, one pressure with two names. The story says this matters. The structure says this costs. They are not agreeing. They are being the same thing.

    Design that treats them as separate is a failure state here. The seam is the failure. The gap is the failure. We build until we cannot find the seam anymore. Until you cannot tell where the story ends and the structure begins. Until the question of which matters more becomes incoherent because there is nothing to compare. This is the foundation. We do not argue about this. We do not compromise on this. This is our truth.

    Black and white of contemplative young female model with painted face in turtleneck standing against light background

    We ride the paradox.

    The same table, the same night, the same breath: You are laughing so hard your sides hurt, You are also learning something true about yourself that you will carry for years. The silly and the serious are not enemies. The casual and the transformative are not opposites. Genres are not distinct buckets.

    We reject the demand to choose between them. We reject all the lies across the spectrum: that depth requires solemnity, that play must be frivolous, that you cannot explore what it fundamentally means to be human through a cartoon duck who fights crime or a vampire who misses their mother or a spaceship crew arguing about whose turn it is to clean the recycler.

    Some of the most profound moments we’ve seen came wrapped in absurdity. The most healing catharsis we felt arrived through fiction so ridiculous we would be embarrassed to explain it to anyone who was not there. On the other side, there are laugh out loud moments enduring years later that came from scenes in otherwise deeply somber games. This is not a bug. This is the feature. Human beings are ridiculous and serious at the same time, in the same breath, and the games that honor both are the games that crack us open widest.

    We are not a school. We are not a movement with an acronym. We do not care whether your inspiration comes from what people would call trad, indie, OSR, or some other perceived niche. We take what works. We steal shamelessly from every tradition that has produced a moment worth stealing from. Approaches over allegiances. Results over tribes. If it makes the room disappear, if it empowers the paradoxes, it belongs to us.

    Blurred motion capture of busy commuters at an İstanbul subway station.

    The story does not stop.

    We refuse to let it. We design to make stillness impossible. Every touch of chance, every reach for a resource, delivers something. Every roll lands somewhere. Every moment opens into the next moment with something new to hold, something new to carry, something demanding your response. The river moves. The river must move. “Nothing happens” is a design failure, not bad luck, not a boring player, not an off night. The structure ought to prevent this. If it does not prevent this, the structure is broken.

    Failure pushes forward. Success twists sideways. The world reacts, the world has opinions, the world is taking notes on what you did and how you did it and what it thinks you deserve. The dead pause, the empty result, the shrug and the sigh and the “okay so nothing changes”: these are wounds we are trying to heal. We have felt them. We watched tables bleed out from them. We will not permit them if we can prevent them, and we can prevent them, and so can you.

    An open vintage book resting on a floral bedspread, evoking a cozy and nostalgic atmosphere.

    Genre is not decoration. Genre is gravity.

    The cartoon character survives the fall because cartoon physics say she survives the fall. Because this is a world where bodies stretch and flatten and reconstitute, where the pain is real but the damage resets, where death is a vacation you come back from. This is not negotiable. This is not aesthetic preference. This is the law of that world, as binding as the speed of light in ours.

    The noir detective finds the clue because noir physics say detectives find clues. Because the genre needs them found for the story to work. Because the shadows cooperate when the story requires cooperation. The horror victim dies alone because horror physics say isolation kills, because the genre enforces its own rules with the same blind indifference as a cliff enforces gravity on the body that falls from it.

    Build for this. Write the genre into the structure until it feels like natural law. Until violating it feels wrong, body wrong, before the mind even notices. Until the constraints stop feeling like restraints and start feeling like the walls that make the room a room. The limitations are not limitations. The limitations are where you live. The limitations are the shape of the art.

    A hauntingly surreal portrait featuring abstract and eerie facial expressions.

    You are not one thing. You never were.

    You are the collision. The friction point. You are what happens when the story you came from scrapes against the nature you embody scrapes against the philosophy you carry. The layers do not agree because they were never supposed to agree. They pull in different directions and that pulling is where the drama lives. That tension is the engine, the disagreement that gives the fiction somewhere to go.

    A character whose layers align perfectly like a mechanical song is a character who has finished before they started. Nothing to discover. Nothing to sacrifice. Nothing to choose between because all the choices point the same direction. We design for friction. We design for the moment when you realize you cannot serve all the parts of yourself at once. When something has to give. When you choose which piece of who you are gets to win and which pieces have to watch it happen and bitterly remember.

    Black and white photo of a couple embracing, showcasing intimacy and love.

    People matter. Connections matter. Not as backstory. Not as flavor. As engines.

    Every relationship generates something. Obligation, affection, resentment, need, the memory of what you did, the memory of what you failed to do. They call in debts. They drift when ignored. They have opinions about you that will crystallize into action when the moment demands. The stakes are not abstract when someone you care about is standing in the fire. Victory means something different when the cost lands on someone whose face you have imagined, whose name you know.

    Design to make this real. Make the connections bear mechanical weight. Make it impossible to write “family: loving, deceased” and forget about them forever. The web of relationship should generate play the way a generator generates electricity. It should be the reason you cannot rest, should be the reason the next session matters, should turn “I win” into “I win… but what does she think of me now”. The void without them is exactly that: void. A voice echoing back. Nothing at stake but numbers moving. Make them alive. Make them real. Make them matter.

    Grayscale photo of windows in an abandoned concrete interior with dramatic light.

    The cracks are where the light comes in.

    The flaws, the compulsions, the fears that freeze you, the hungers that make you reckless: Those are not penalties subtracted from your competence. These are the most valuable things you own. They generate scenes. They create friction. They are the reason anyone at the table leans forward when you speak.

    We’ve watched it happen. Someone lets their character fail because the flaw demanded it. Someone chooses the worse option because that is what they would do, this person they are pretending to be, this fragile constructed thing they have poured themselves into. And everyone else at the table feels it land. The electricity is there. The moment is there. The room disappears.

    Design to reward this. Make the flaw feel precious. Make it feel like a gift you get to give yourself, an engaging piece of discovering what happens, not a tax you pay for your strengths. The best moments come from weakness. They always have. The vulnerability is the point. The exposure is where the art lives.

    Black and white portrait of a man in deep thought, capturing contemplative mood.

    You will not walk away unchanged.

    We mean the character. The marks accumulate, the transformations compound, the person at the end is not the person at the beginning and that gap is visible and permanent. The wounds heal crooked. The memories weigh. What you did to survive becomes part of who you are and you cannot go back. And you were never supposed to go back.

    But we also mean you. The player. The person at the table. You will learn things about yourself through the choices you make for people who do not exist. You will find cruelties you did not know you had, kindnesses you did not believe in, limits you did not know existed until you felt them give. The fiction is a mirror and sometimes the reflection stares back wrong and you feel something shift in your chest. Now lingers some understanding that was not there an hour ago, some weight you will carry out the door with you.

    This is what we are trying to do. This is the actual work. Bleed is intentional. Design for transformation. Make it visible. Make it mechanical. Make it impossible to play long enough without becoming something you were not when you started.

    Bleed is powerful. Transformation is powerful. And power demands care. When we say we design for bleed, we do not mean we ambush players. Build structures that make depth possible and visible. Treat that depth as something to steward, not exploit. The table is a shared creative space where intensity is invited, calibrated, and respected. Transformation should feel earned, chosen, and integrated, not extracted. Where fiction reaches into real places, do so with consent, with awareness, and with the understanding that every person at the table is more important than any given moment we are trying to create.

    A shadowy figure in a hooded cloak reaches out, holding a scythe in a dimly lit room.

    Show them the knife.

    Let them see the edge. Let them understand, in their bodies, what happens if they reach for it. The surprise is cheap. The ambush is cheap. The gotcha is the tool of those who cannot make you afraid with your eyes open.

    Tension is built from anticipation. From watching the threat approach and not knowing if you are fast enough, clever enough, willing to pay the price it will demand. From choosing to face it anyway, or choosing to run, or choosing to let someone else stand in front of you. The tension lives in the choosing. The teeth should be visible. The danger should be announced. Fear that comes from not knowing is just confusion. Fear that comes from knowing exactly what will happen if you fail? That is dread. That is what we are trying to build.

    A mysterious silhouette of a woman behind frosted glass, evoking intrigue.

    A system should want something.

    Not flexibility. Not universality. Not the ability to do everything adequately. A system should push toward a particular experience, a particular quality of play, a particular set of values about what kinds of stories are worth telling and what it should feel like to tell them.

    We design with opinions. We leave things out because they do not serve the vision. We cut what does not belong even when it hurts, even when someone is disappointed, because focus is the price of this work and we are willing to pay it. We bloodily create the empty space necessary for our vision to grow. Attempting to do everything is the refusal to commit to anything. We refuse the refusal. We commit.

    A woman gracefully moves in water, creating captivating ripples and reflections.

    We are trying to build the moment when the room disappears and you forget where the game ends and where you begin.

    All of this. Everything. The unity of fiction and structure. The river that will not stop. The genre as gravity. The paradox of silly and serious. The identity as friction. The relationships as generators. The flaws as gifts. The transformation as purpose. The knife shown before it cuts. The vision that will not compromise. The refusal to pledge allegiance to any tribe except the tribe of this works, this lands, this makes something happen.

    All of it exists to make that moment more likely. All of it exists because we have felt it, because we are ravenously hungry for it. Because we believe it can be built and pursued and made more frequent without losing its power. We are alchemists. Our common ritual tools are dice and index cards and pencils with the erasers worn down to nothing. With these absurd tools and a touch of creativity, we look inside human beings to find out what is living inside them, we casually erase the boundary between the real and the imagined.

    The boundary between game and life is a lie we were told to keep us manageable. To allow us to pretend that it is “just a game” and everything that happens in it lives neatly inside its “magic circle”. But imagination is not contained. The internal worlds we build bleed into who we are, who we are bleeds into what we build, and the loop does not close and was never supposed to close. We do not apologize for this. We celebrate it. We design for the bleed. We design for the transformation. We design for the moment when you walk away from the table carrying something you did not have when you sat down.

    We are not done.

    We will never be done.

    The door is open. Walk through it. Come build with us.

    Signed in strange nonsense, 

    All those who confess with us

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  • Handling Mysteries in Tabletop Roleplaying Games (Part 2)

    Handling Mysteries in Tabletop Roleplaying Games (Part 2)

    This entry is part 2 of 3 in the series Mystery Advice
    This entry is part 2 of 7 in the series TTRPG Advice

    More TTRPG Tips To Make Your Mysteries Unforgettable

    Be sure to check out Part 1 and Part 3 of this series.

    A detective decoding cipher documents with a magnifying glass, notebook in hand.

    Mysteries are a cornerstone of great storytelling, weaving together tension, curiosity, and the satisfaction of unraveling the unknown. In tabletop roleplaying games, mysteries offer players a chance to step into the roles of clever investigators, intuitive detectives, or even reluctant heroes solving puzzles against the clock. But let’s face it: crafting a compelling mystery in a TTRPG can feel like walking a tightrope. Give too much away, and the challenge vanishes. Hold back too much, and the story grinds to a halt.

    In this second part of our mystery deep dive, we’ll tackle advanced techniques to elevate your mystery games and keep your players hanging on every twist and turn. Whether you’re looking to amp up player engagement or fine-tune how you reveal clues, these tips will help you transform your mysteries into unforgettable stories.

    The Role of Discovery: Automatic Clues vs. Active Investigation

    Discovering clues is one of the most rewarding aspects of mystery games, but how clues are delivered can make or break the experience. Automatically granting clues (whether through simple passive checks or resource expenditures) can diminish the joy of discovery, making the process feel mechanical rather than immersive.

    Why Active Investigation Matters

    Active investigation draws players deeper into the story, inviting them to actively explore, theorize, and engage with the world you’ve built. When players interact directly with the environment (rifling through a suspect’s belongings, interrogating a cagey witness, or reconstructing the scene of a crime) they feel like the driving force behind the mystery.

    This contrasts starkly with passive or automatic clue delivery, which can make the game feel more like a slideshow of reveals or more like a procedural drama than a mystery. Active investigation encourages creativity, teamwork, and roleplay, transforming each discovery into a memorable moment.

    Key Tips for Facilitating Discovery

    • Design Clues That Require Interpretation: Instead of presenting players with straightforward answers, create clues that invite deduction. For example, a burned letter might reveal only fragments of text, pushing players to piece together its full meaning. This approach encourages them to think critically and interact with the game’s world.
    • Use Passive Checks as Gentle Nudges: Passive checks can be helpful, but they should serve as breadcrumbs rather than a full roadmap. A perception check might reveal a faint bloodstain leading to a hidden room, but the players still need to investigate the room itself to uncover what lies inside. These nudges maintain momentum without stealing the spotlight from the players’ decisions.
    • Reward Creativity and Engagement: Players often come up with unorthodox ways to investigate. Maybe they set up a fake meeting to observe a suspect or use magic in an unexpected way. Reward these efforts with unique insights or additional context that they wouldn’t find otherwise. These moments reinforce that their creativity is integral to solving the mystery.

    When players are actively involved in uncovering clues, they tap into autonomy and competence, two key elements that drive meaningful engagement. Autonomy is the freedom to choose their actions and solutions, while competence is the feeling of mastery as they piece together the mystery. This combination makes the process feel rewarding, as players see their decisions shape the outcome, building investment and satisfaction as the story unfolds. By focusing on active investigation, you empower your players to step into the roles of true detectives, making the journey as satisfying as the destination.

    Handling Red Herrings

    Red herrings are a core feature of many mysteries, often used to mislead and divert attention. While they can be exciting and contribute to an immersive, layered narrative, they must be handled with care. Overuse or poorly executed red herrings can frustrate players, leaving them feeling like their efforts have been wasted.

    The Value of Purposeful Distraction

    A well-designed red herring isn’t just a false lead; it should enrich the story and deepen the mystery. When used effectively, red herrings can create subplots that add texture to the world and make the main mystery feel more complex. For example, a character with a seemingly suspicious background may turn out to have secrets unrelated to the central plot, offering players new avenues of investigation while maintaining narrative cohesion. These distractions also keep players on their toes, fostering a sense of mystery that persists throughout the game.

    Key Strategies for Red Herrings

    • Tie Them to the Narrative: Every red herring should be integrated into the story, even if it ultimately misleads players. For example, if the players believe a suspect is the culprit, that suspect’s actions and behaviors should still make sense within the broader world (perhaps they’re involved in a completely different scandal or conspiracy). This approach prevents the herring from feeling like a random detour and makes it part of the world-building.
    • Resolve Major Distractions: When a red herring is revealed as such, give it a clear resolution. If players spend significant time chasing a false lead, it’s important to confirm that the lead was indeed a red herring and explain its purpose in the context of the investigation. This can help avoid lingering frustration or confusion, ensuring players feel like they’ve earned closure, even on missteps.
    • Keep It Fun and Engaging: Red herrings should create moments of tension and surprise, not exhaustion. Players will be more invested in these twists if they’re tied to their characters’ curiosity or their desire to uncover something hidden. By ensuring that red herrings are intriguing rather than insubstantial, you maintain player engagement without derailing the story.

    The use of red herrings plays into cognitive dissonance, the discomfort players feel when presented with conflicting information. This discomfort can drive curiosity and fuel engagement, prompting players to seek resolution. However, it’s crucial to manage this tension carefully; if players feel the dissonance is artificial or excessive, it can lead to frustration rather than intrigue. When used purposefully, red herrings enhance the story, providing depth and complexity without overwhelming or confusing players.

    Dead Ends and False Starts: Making Them Productive

    Close-up of a bright yellow dead end sign obscured by leaves, symbolizing caution.

    Dead ends are inevitable in any investigation. However, they don’t need to bring the story to a halt. In fact, with the right approach, dead ends can be transformed into valuable story elements that contribute to the overall mystery’s depth and momentum.

    Turning Failure Into Progress

    While a dead end can be discouraging at first glance, it doesn’t have to feel like failure. Instead, treat it as an opportunity to uncover new information or shift the direction of the investigation. For example, while the players might fail to retrieve a crucial document, their failure could reveal the identity of another person who now holds the document, opening up a fresh lead. By framing setbacks as revelations, you keep the investigation moving forward, and you maintain a sense of progress despite the obstacles.

    Key Strategies for Dead Ends

    • Reveal What Isn’t True: When players hit a dead end, use it to eliminate possibilities and narrow their focus. For instance, if doubt about a suspect’s alibi falls apart during questioning, it eliminates that person as a suspect, but it might reveal a deeper connection to someone else involved in the mystery. This not only keeps the investigation active but also reduces ambiguity, providing players with clearer direction.
    • Introduce Temporary Roadblocks: Instead of locking players out entirely, give them roadblocks that can be revisited later with new information or tools. Perhaps the players are unable to access a particular area at the moment, but after learning more about the situation or acquiring a new resource, they can return and continue their investigation. This keeps players engaged and invested, as the dead end becomes a puzzle to be solved, rather than a wall to be faced.
    • Leverage False Starts: A false start is when players follow a lead or theory that ultimately doesn’t pan out. Rather than just writing off these moments, weave them back into the larger story. For example, a lead that initially seems promising could reveal a minor character who holds crucial information, even if they’re not directly tied to the main plot. This keeps the investigation dynamic and continuously evolving.

    Dead ends play on problem solving, the process of trial and error. Players are driven by the need to solve a mystery, and dead ends force them to rethink their approach and adapt. This process can actually deepen their investment in the mystery, as they realize that each dead end helps them refine their understanding and get closer to the truth. In this way, setbacks become learning experiences rather than frustrations. By treating dead ends as integral moments of the investigation, you transform potential frustration into productive story moments, maintaining momentum and keeping your players engaged in the narrative.

    The Role of Time Pressure in Mysteries

    Time pressure is a powerful tool in any mystery. It shifts the focus from simply piecing together clues to making critical decisions under duress. When you add time constraints, the stakes aren’t just about discovering the truth, they’re about racing against the clock to prevent disaster.

    Why Time Limits Work

    The presence of a ticking clock brings urgency to the investigation. Deadlines force players to prioritize, creating a natural flow of action and decision-making. For instance, knowing that a murder will take place in three days makes each moment of investigation feel critical, ratcheting up tension and increasing emotional stakes. Time pressure transforms the investigation from a leisurely exploration of clues into a high-stakes race against time, keeping players on edge and more invested in the outcome.

    Key Techniques for Adding Pressure

    • Countdown Mechanics: Implement a visible countdown, like a serial killer striking again in three days or a hostage situation that will escalate unless resolved. Having a tangible reminder of time passing (like a physical timer or written clock) brings the stakes to life, forcing players to make decisions quickly. This mechanic also allows you to control pacing, ensuring the story unfolds at a dynamic speed.
    • Escalating Consequences: Time pressure should introduce meaningful consequences for failure without completely derailing the story. If players miss a deadline, it shouldn’t mark the end of the mystery, but rather shift the stakes. For instance, failing to prevent an escape could lead to a thrilling chase or open up a new set of clues that were previously hidden. These escalating consequences keep players feeling like their actions matter, even when they don’t completely succeed.
    • Balanced Urgency: While urgency is key, you don’t want to overwhelm players by restricting their ability to investigate thoroughly. Offer opportunities for meaningful investigation even under time pressure, such as allowing players to gather essential information while balancing the ticking clock. This ensures that while they’re racing against time, they’re not deprived of the investigative depth that makes mysteries fun. Balance is crucial: too much pressure can stifle creativity, while too little can make the stakes feel hollow.

    The use of time pressure taps into the urgency effect, a psychological principle where people become more focused and motivated under time constraints. The looming threat of failure, especially when tied to consequences, activates loss aversion, the tendency to fear losing something more than gaining something of equal value. This motivates players to act more decisively, creating a thrilling atmosphere that engages both their problem-solving and emotional responses. Time pressure accelerates decision-making, deepens emotional engagement, and ensures your mystery unfolds with intensity and excitement.

    Incorporating Non-Traditional Mystery Formats

    Not every mystery needs to follow the well-worn “whodunit” formula. By introducing alternative mystery formats, you can surprise your players with new narrative structures and challenges. Non-traditional formats allow you to expand the possibilities of what a mystery can be, giving your story fresh and unique twists.

    Expanding the Definition of a Mystery

    When we think of mysteries, the first image that comes to mind is usually a detective story with a clear perpetrator and a logical sequence of clues. However, mysteries can be much more than that. They don’t have to involve solving a crime; they can focus on uncovering hidden truths, unraveling complicated relationships, or understanding intricate systems. Genres like heists, political intrigue, and survival scenarios can all incorporate mystery elements that challenge your players to piece together incomplete or hidden information.

    Key Approaches to Alternative Mysteries

    • Hidden Alliances: Instead of hunting for a single culprit, you can task your players with uncovering secret loyalties or hidden alliances within a faction, organization, or social circle. This can create a mystery rooted in character motivations and interpersonal intrigue, rather than a traditional criminal investigation. The focus shifts to understanding complex dynamics and uncovering the truth behind ambiguous relationships.
    • Reverse Mysteries: In a reverse mystery, players already know the “answer” (for example, the identity of the culprit) but the challenge lies in proving it or uncovering how the crime happened. This twist on the traditional structure turns the mystery into a puzzle of connecting the dots, challenging players to build a narrative around the information they already have. It keeps the focus on investigation, but with a deeper emphasis on logical deduction and analysis.
    • Blending Genres: Don’t be afraid to mix genres to create something truly unique. A mystery can be combined with elements of horror, adventure, or even science fiction to create a dynamic and multifaceted experience. Imagine a survival mystery where players must solve a puzzle while avoiding deadly traps, or a horror mystery where the truth is entwined with supernatural forces. Blending genres keeps players on their toes, as they won’t be able to predict the structure or outcome of the game.

    Non-traditional mysteries tap into novelty-seeking behavior, the human tendency to seek new and stimulating experiences. By introducing unfamiliar structures and genres, you engage players’ curiosity and drive to explore new storytelling avenues. Reverse mysteries and hidden alliances also play into the curiosity gap, the gap between what players know and what they want to know. This drives them to take risks and explore the unknown, making the experience more immersive and rewarding. By incorporating these alternative formats, you keep the mystery genre fresh, appealing to a wide range of player preferences, and allowing for richer, more diverse storytelling.

    Handling Unsolved Mysteries and Open-Ended Stories

    Elegant femme fatale holding a handgun, creating a vintage noir atmosphere indoors.

    Not every mystery needs a tidy resolution. Sometimes, leaving some threads unresolved can enrich your story, leaving players with lingering questions and a sense of intrigue. Open-ended narratives can serve as a tool to keep players engaged long after the investigation is “over,” offering more opportunities for storytelling and character development.

    The Appeal of Ambiguity

    Ambiguity can be a powerful narrative tool. When a mystery isn’t fully solved, it invites players to continue pondering the story, fueling their curiosity long after the session ends. Unsolved mysteries create room for interpretation, allowing players to revisit their theories and form new ones as they uncover more details. This can lead to deeper engagement, as players get to decide what the mystery’s true nature might be. Moreover, unresolved elements can act as hooks for future adventures, keeping the narrative fluid and ongoing.

    Key Strategies for Open Endings

    • Partial Resolutions: Aim to resolve the core mystery while leaving certain secondary plot points open. For example, the players may successfully identify the villain, but the broader motivations behind their actions or their connection to a larger network remain unclear. This allows for closure on the central conflict, while still maintaining narrative intrigue that encourages follow-up in future sessions or campaigns.
    • Tie Loose Ends to Campaign Arcs: Unresolved threads can serve as valuable narrative tools for future storytelling. For example, a mysterious figure may slip away at the end of an investigation, with their true purpose or connections left unclear. This creates a potential storyline that players can pick up later, linking the mystery to broader character arcs or world-building. Unanswered questions can tie into long-term campaign goals, allowing players to organically revisit the unresolved aspects as they develop their characters and explore the world.
    • Set Player Expectations: It’s important to set expectations from the start that not all mysteries will have clear resolutions. Framing ambiguity as a feature, rather than a flaw, allows players to accept and even appreciate open-ended stories. By communicating that some questions may remain unanswered, you prevent frustration and turn the unresolved elements into a part of the experience. This helps players understand that the journey of discovery, rather than the final answer, is the true heart of the mystery. It’s also important to realize that some players struggle with unresolved loose ends, feeling like they are a “lose” condition. Getting everyone on the same page avoids problems.

    The concept of unresolved mysteries taps into the curiosity gap, a psychological principle that fuels a person’s drive to close the gap between what they know and what they want to know. When a mystery is left unsolved, it activates curiosity and motivates players to keep thinking about the game long after the session ends.

    Additionally, leaving things open-ended plays into the Zeigarnik Effect, which suggests that incomplete tasks or unresolved narratives stick in people’s minds longer and are more likely to be revisited or pondered. This is why open-ended mysteries keep players engaged, subtly encouraging them to return and continue unraveling the story. By using open-ended stories and unsolved mysteries thoughtfully, you can create a rich, dynamic narrative that lives on beyond the tabletop, sparking curiosity and continuing player engagement.

    Mysteries Can Be So Fun When Done Well

    Crafting mysteries in tabletop RPGs is an art form, balancing narrative design with player engagement and creative problem-solving. The key to unforgettable mystery games lies in creating a compelling story that doesn’t just rely on clues, but on emotional engagement, player agency, and narrative depth. When done well, mysteries can be some of the most memorable experiences in your TTRPG campaigns.

    At their core, mysteries offer players a chance to flex their intellectual muscles and satisfy their curiosity. When players are solving mysteries, they’re not just working through a puzzle; they’re engaged in a dynamic narrative that responds to their choices. This interactive nature fosters intrinsic motivation, where players are driven to explore and uncover the truth because they enjoy the process of discovery itself.

    By tapping into universal principles like curiosity and problem-solving, you can craft mysteries that are not just fun to play, but unforgettable. Whether it’s the thrill of discovering hidden motives, the tension of racing against time, or the satisfaction of uncovering a complex web of secrets, mysteries in tabletop RPGs hold the power to captivate and engage players in ways that few other genres can.

    How do you handle red herrings? What techniques do you use to work around dead ends? What do you think of all this rambling nonsense that Rev dares call advice? Leave a comment below or come scream at Rev on Bluesky about it

    Be sure to check out Part 1 and Part 3 of this series.

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  • Mastering Intrigue: Crafting Suspense and Tension in TTRPGs

    Mastering Intrigue: Crafting Suspense and Tension in TTRPGs

    This entry is part 4 of 7 in the series TTRPG Advice

    Handling Intrigue in Tabletop RPGs with Trackers, Tags, and Motif Rolls

    A classic noir scene with a detective taking notes in a dimly lit bar, emphasizing mystery and intrigue.

    Political intrigue in tabletop role-playing games (TTRPGs) is often one of the most challenging genres to run. Balancing complex relationships, shifting loyalties, and a web of lies and secrets can quickly overwhelm a Game Master (GM), especially if they’re working with intricate mechanics. But by using tools like trackers, reputation tags, and flavored Motif (dice label) rolls, the GM can keep things manageable while maintaining depth. These tools streamline the process, leaving space for creativity, and they can be enhanced by psychological tricks commonly used in carnival performances, sales, and psychic illusions.

    Reputation Tags: Simple but Powerful Tools

    Reputation tags are one of the easiest and most effective ways to track political relationships and intrigue. These tags act as simple labels tied to key NPCs, factions, or even locations, and they help both players and the GM keep track of how different relationships evolve without the need for complicated stat blocks or excessive notes. They are shorthand reminders of where key figures stand in relation to the players or each other.

    Reputation tags can represent a wide range of social dynamics: loyalty, suspicion, enmity, or favor, among others. A few examples of reputation tags might include:

    • “Rival (Political Power)” – Signifying a competitor within a power struggle.
    • “Debt Owed” – Referring to an NPC or faction that owes a favor or service.
    • “Allied (For Now)” – A temporary alliance or fragile partnership.

    These dynamic labels can be easily updated based on the evolving narrative, making them extremely valuable in a game of political intrigue where relationships and allegiances are constantly shifting. The simplicity of these tags means that instead of spending valuable time and energy on complex relationship mechanics, you have an intuitive system that quickly tells you the status of key interactions in the campaign.

    • Why it works: The appeal of reputation tags lies in their simplicity. You reduce potentially complex webs of relationship mechanics into easy-to-read shorthand that allows everyone at the table to understand the current dynamics at a glance. This allows for quick decisions and seamless interactions between players and NPCs without bogging down the story with unnecessary details.

    Trackers: Visualizing Tension and Progress

    Trackers are a fantastic tool for visualizing and managing the evolving tension in a game of intrigue. Much like reputation tags, trackers simplify complex, ongoing developments. These can take many forms, whether they are conspiracy clocks showing the progress of a secret plot or trust meters that gauge how much faith an NPC or faction has in the players. Trackers provide a visual cue that lets everyone, especially the GM, easily see how things are progressing, and they keep the tension alive without needing to micromanage every detail.

    One of the main benefits of trackers is that they provide an instant visual reference, helping everyone at the table stay focused on key plot points. For example, in a political intrigue campaign, you could have a tracker to show how much time remains before a secret rebellion is discovered, or a trust meter tracking how far players have moved in an NPC’s favor (or how quickly they are losing it).

    • Why it works: Trackers take advantage of visual salience, where the physical progression of a tracker visually communicates how much time, tension, or momentum has passed. This makes it easy for players to see how close they are to a major reveal or event, building anticipation. It’s like the psychological tricks used by performers and magicians: by using a simple tool that gradually shifts, you build suspense, and it encourages the players to engage with the plot actively. With this tool, GMs can focus on storytelling and improvisation, without needing to stress about keeping track of every minor detail in the background.

    Flavored Motif Rolls: Adding Depth to Simplicity

    Flavored Motif rolls (using dice labels to add depth and meaning to rolls) allow GMs to keep the gameplay simple yet rich. In essence, a dice roll is flavored by the narrative context, resulting in more dynamic and meaningful outcomes without needing complex rule systems.

    For example, a roll to determine the context for how a character’s persuasion attempt plays out might use dice labels like Reputation (how much the player’s reputation plays a part), Mood (how good, or bad, of a mood the NPC is in), and Politics (how much the political context and considerations play into their response). Or for another intrigue context where the PCs are attempting to covertly spy on a rival group, you might use the flavored roll of Attention (how alert the security staff is), Evidence (how much evidence there is to clean up or left behind), and Luck (how lucky the timing is with how busy or distracted the group is at the time).

    In political intrigue, where emotions like suspicion, trust, and fear run high, this system allows you to adapt to the narrative flow and also introduce additional surprise and suspense, while still providing clear outcomes and useful information. When you get into the swing of using flavored rolls, they’re a powerful storytelling and gameplay tool that adds a lot of interesting complexity.

    • Why it works: This approach reduces the need for heavy mechanical bookkeeping. It empowers the GM to quickly adapt to the flow of the story without interrupting the narrative for an abundance of rules interpretations. It also keeps the gameplay engaging for players because the outcome is always tied back to the story they’re unfolding. It also keeps things interesting and exciting for everyone at the table as the dice provide interesting twists and add an additional element of surprise.

    Psychological Loopholes and the Art of Engagement

    A black woman conducting a spiritual ritual indoors with a pendant, evoking mystical themes.

    Mastering intrigue in TTRPGs isn’t just about keeping track of numbers or relationships! It’s about manipulating attention, controlling decision-making, and keeping your players invested. GMs can draw on psychological tactics commonly used in sales, carnival tricks, and even the subtle art of psychic performers to guide players through complex political webs without overwhelming them. These techniques help players feel both in control and uncertain, driving engagement and immersion in the story. Here’s how:

    Misdirection: Directing Attention to Where You Want It

    In political intrigue, not everything is as it seems. Misdirection is a powerful tool for controlling player focus and pacing. By subtly introducing minor details that seem innocuous, you can later reveal their importance without forcing it. This technique mirrors the psychological sleight of hand used by magicians and con artists, where the attention is carefully guided to ensure that the big reveal lands with maximum impact.

    For example, an NPC might casually mention an upcoming banquet, which is framed like a harmless minor social event. Players, focused on their current objectives, might ignore it only to later discover that the “banquet” was a secret meeting, designed to sway key allies or arrange a political assassination. The players’ minds are tricked into thinking they were “in the know,” but the shift in power is revealed when they least expect it. This builds suspense and surprise, keeping players engaged without overwhelming them with unnecessary details upfront.

    • Why it works: Misdirection takes advantage of cognitive bias, specifically confirmation bias, where players expect certain outcomes based on initial information. By hiding key elements in plain sight, the GM ensures that players are both engaged and surprised, while creating a deeper connection with the plot.

    Social Proof and Influence: Using NPC Behavior to Guide Player Choices

    Humans are highly influenced by the actions and opinions of others, and this principle of social proof can be leveraged in intrigue-heavy games. By using NPCs as subtle influencers, you can guide player decisions without heavy-handed persuasion. In sales psychology, people are more likely to buy a product if others endorse it; in intrigue, players are more likely to support a faction or ally if they see important or friendly NPCs backing them.

    For instance, if an influential faction leader speaks highly of a particular political rival, players might feel inclined to either support or investigate that rival, influenced by the implied credibility of the endorsement mixed with the rival angle. Alternatively, a befriended NPC might offer veiled warnings about a faction’s plans, nudging players to proceed cautiously or even actively disrupt the rival’s activities. This approach streamlines a lot of things for players by giving them clear cues about where the political power lies, reducing the cognitive load and letting the plot unfold more naturally.

    • Why it works: This taps into the social influence principles of conformity and consensus. Players naturally seek validation from social cues, so using NPCs to “validate” certain actions or allegiances guides the flow of intrigue without requiring long monologues or exposition dumps. It’s the subtle psychological pressure that pushes players into a specific direction, while still allowing them to feel like they made their own choice.

    Reciprocity: Leveraging Favors and Debt to Build Tension

    Reciprocity is an ancient psychological principle that says people feel an innate obligation to return favors. This can be a key tool in political intrigue, where favors, alliances, and debts form the backbone of player motivations. When players make deals with factions or NPCs, they create expectations of repayment and these obligations can weigh heavily on their decisions later in the game.

    If a player helps an influential noble with a personal problem, that noble might offer valuable information or protection in return. But as the story progresses, they continue to be helpful and the trap is revealed. The noble whose helpful “kindness” in retrospect (hindsight is 20/20) proved overly generous for a reason comes to claim their “favor” asking the player to act in a way that conflicts with their current goals or alliances. This introduces a powerful narrative element where the weight of past decisions shapes the player’s future actions, adding a layer of psychological complexity without requiring complicated mechanics or bookkeeping.

    • Why it works: The principle of reciprocity plays into social and moral psychology, where people are hardwired to feel indebted after receiving something, whether it’s help, information, or a material gain. This flow is rarely one-sided and the balance can change over time as repayment crosses over into extra favors or a steady trickle of help keeps someone mildly indebted at all times. This creates emotional investment in the narrative, and players are more likely to engage in moral dilemmas, negotiate, or make tough decisions when they feel the weight of past actions pressing on them.

    Keeping it Simple, Making it Rich

    At the heart of these psychological tricks is simplicity. The most effective intrigue games are often the ones that don’t overload players with too much information at once. By using tools like misdirection, social proof, and reciprocity, you can shape a deeply engaging political narrative without bogging down the game with mechanical complexity. The beauty of these tools lies in their ability to guide players naturally through the story, ensuring they’re emotionally invested and actively engaged with every twist and turn.

    When you apply these techniques along with trackers, reputation tags, and flavored Motif rolls using dice labels, you create a dynamic, evolving world where player actions and decisions genuinely matter. They’ll feel like they’re driving the intrigue forward, while you as the GM maintain control over the direction and outcome of the story. And most importantly, these tools make intrigue more accessible for both players and GMs alike, because ultimately it’s all about keeping everyone engaged, focused, and ready for the next big revelation.

    The GM’s Role in Intrigue: Balancing Freedom with Structure

    Reputation tags and flavored Motif rolls give GMs the flexibility to focus on the narrative, not mechanics. These tools streamline the complexities of political intrigue, letting the GM adapt to player actions and keep the story moving without constantly referencing rulebooks.

    By simplifying relationships with reputation tags and maintaining clarity through trackers, GMs can focus on the psychological aspects of intrigue. All-flavor Motif rolls using dice labels provide a way to introduce flexibility, complexity, and additional surprise in a simple way. Techniques like misdirection guide players’ attention, while reciprocity and social proof help drive decisions and alliances. This balance of freedom and structure creates space for unexpected plot twists (alliances, betrayals, and power struggles) without losing track of the bigger picture. The key is to embrace simplicity, which lets players’ decisions and the drama unfold naturally.

    As a GM, the key to running political intrigue lies in trusting this approach’s simplicity. By offering players the freedom to make decisions without overwhelming them with excessive detail, you create space for unexpected alliances, betrayals, and power struggles to unfold naturally.

    Keeping It Engaging for Players: The Art of Guidance

    With these tools and psychological techniques, you can navigate your players through the labyrinth of political intrigue without forcing them down a rigid path. Just as carnival performers weave a mesmerizing spectacle, you can expertly misdirect and intrigue your players, creating a web of mystery and power plays they’ll eagerly unravel.

    Political intrigue may seem daunting, but when you combine the simplicity of reputation tags, trackers, and psychological cues, you can craft a compelling narrative that feels natural and engaging. Adding in the Motif dice labels approach provides an easy to use tool that complements that simplicity with suspenseful uncertainty and complex information. These systems take the complexity out of running the game, leaving room for twists, surprises, and, most importantly, player agency. The players aren’t just along for the ride; they’re co-authors of the unfolding drama, shaping the narrative alongside you.

    So, how do you keep intrigue engaging without overwhelming your players? What are some of the trickier pitfalls to avoid in this kind of storytelling? And, crucially, how can you make sure everyone at the table feels involved in the intrigue, not just the GM? What psychological tricks have you found most useful in your own games? Are there any common traps you’ve fallen into when running intrigue-heavy campaigns?

    I’d love to hear your thoughts on these ideas. Let’s dive into the conversation and share how we can make intrigue not just manageable, but unforgettable. Comment below or come shout at Rev about it on Bluesky.

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  • Let’s Talk About “Ghibli-inspired” TTRPGs

    Let’s Talk About “Ghibli-inspired” TTRPGs

    Capturing the True Essence of Studio Ghibli in TTRPGs

    Also check out the free micro-RPG I was inspired to share from my slush pile by this post.

    Charming street scene with Totoro statue in Dalat, Vietnam capturing local ambiance.

    Studio Ghibli is a household name synonymous with enchanting, dreamlike worlds, often celebrated for their whimsical charm and the tender portrayal of everyday life. It’s no surprise that many tabletop role-playing games (TTRPGs) have taken inspiration from these masterworks, crafting cozy, pastoral experiences centered around companionship, exploration, and self-discovery. These games are often positioned as respites from the grim, high-stakes nature of other RPG genres, drawing players into warm and relaxing worlds.

    Yet, this trend overlooks something essential: Studio Ghibli’s stories, while often deeply comforting, are never purely “sweet” or “cozy.” Beneath the surface lies a tapestry of darker, more challenging themes that infuse these films with unparalleled emotional weight. Alienation, starvation, deprivation, capitalist exploitation, environmental collapse, and oppressive hierarchies are as much a part of Ghibli’s DNA as scenes of serene nature or moments of quiet joy. To fully honor the spirit of Studio Ghibli, TTRPGs must embrace these complexities, weaving them into their mechanics, narratives, and worldbuilding.

    The Missing Depth in Many Ghibli-Inspired TTRPGs

    When examining Ghibli-inspired TTRPGs, most lean heavily into the studio’s gentler aspects: the love of nature, the celebration of community, and the beauty in small, mundane acts. While these elements are undoubtedly central to Ghibli’s ethos, they are not the full story. Films like Spirited Away, Princess Mononoke, Nausicaä of the Valley of the Wind, and Grave of the Fireflies delve into weighty, often unsettling realities. To stop at the idyllic moments is to reduce Ghibli’s vision to mere aesthetic.

    These “cozy-only” games often:

    • Overemphasize Pastoral Tranquility: Many focus on exploration and relationships in peaceful settings but fail to introduce the conflicts that would make those moments of respite truly meaningful.
    • Ignore Oppression and Conflict: Ghibli protagonists often confront systems of control, whether Lady Eboshi’s industrial exploitation, the militarism of Nausicaä, or the greed of the bathhouse spirits in Spirited Away. Few games dare to include similarly weighty challenges.
    • Neglect Themes of Scarcity: Hunger, displacement, and environmental collapse are recurring motifs in Ghibli’s works, underscoring the fragility of survival and the need for human ingenuity and solidarity.

    What Should Ghibli-Inspired TTRPGs Include?

    A homeless man sits in distress against a concrete wall, symbolizing poverty and isolation.

    In my opinion (emphasis), to craft a game that truly captures the essence of Studio Ghibli, designers must balance beauty with hardship, sweetness with sorrow. Below are core themes and ideas that should be considered:

    1. Systems of Oppression and Exploitation

    From the militaristic societies of Nausicaä to the capitalist underpinnings of the bathhouse in Spirited Away, Ghibli films are often deeply critical of oppressive systems. These systems don’t just serve as a backdrop, they shape the very lives of the characters. Ghibli’s protagonists don’t simply fight against evil, they question the foundations of the world they live in.

    A Ghibli-inspired TTRPG should allow characters to challenge these systems, whether through direct resistance or by subtly manipulating the structures around them. Mechanics like faction dynamics and risk-assessment, as seen in systems like Blades in the Dark, can offer players the ability to weigh the cost of rebellion versus accommodation. This creates a tense atmosphere where every decision counts, and the balance between personal survival and moral integrity becomes ever more fragile.

    2. Themes of Deprivation

    Scarcity and survival are core to many Ghibli stories. Films like Grave of the Fireflies highlight the devastating effects of war on innocence, while My Neighbor Totoro showcases the economic struggles of rural life. These narratives don’t shy away from showing how deprivation shapes characters’ lives and decisions.

    In a RPG of this type, players should feel the weight of limited resources like food, medicine, or even emotional energy. Mechanics like resource tracking or forced choices between basic needs can add a layer of tension, reminding players that survival isn’t just about what’s in their inventory, but about the choices they make under pressure. This brings Ghibli’s themes of scarcity to life, allowing the mechanics to reflect the emotional struggle of living with limited options.

    3. Environmental Collapse

    Environmentalism is a cornerstone of Ghibli’s storytelling, particularly in films like Princess Mononoke and Nausicaä of the Valley of the Wind. These works show the devastating impact of human greed and industrialization on nature.

    In a tabletop roleplaying game inspired by Ghibli, the world itself should feel alive, changing in response to the players’ actions. Whether players are healing the land or inadvertently destroying it, the environmental consequences of their decisions should be felt across the game. Systems like A Quiet Year or Apocalypse World provide great frameworks for tracking environmental health and how it directly influences the narrative. This creates a living, breathing world where players must constantly reckon with the long-term effects of their choices, adding a layer of gravity to every action they take.

    4. Complex Antagonists

    Ghibli films are famous for their complex antagonists. Whether it’s Lady Eboshi in Princess Mononoke or Yubaba in Spirited Away, the characters who stand against our heroes are rarely evil for the sake of it! They have motivations, goals, and internal conflicts that make them more than just villains.

    In this type of TTRPG, characters should encounter adversaries who aren’t easily categorized as good or evil. Instead, the game could encourage players to engage with these characters on a deeper level, possibly even negotiating or empathizing with them. Systems like Fate Core, which allow for dynamic NPC motivations and outcomes, are well-suited to explore these complex relationships. This creates room for difficult choices, where the line between enemy and ally is constantly shifting, making each encounter more meaningful.

    5. Moments of Quiet Humanity

    Even in the darkest moments, Ghibli films always offer spaces for quiet reflection, joy, and connection. Whether it’s sharing a simple meal or bonding over a shared moment of peace, these scenes offer respite from the chaos around them.

    In a tabletop RPG drawing inspiration from Studio Ghibli, it’s crucial to create space for these moments. Players should be rewarded for engaging in non-goal-oriented roleplay, moments of rest, personal growth, and camaraderie. A “quiet reflection” mechanic or opportunity to regroup, where characters can pause to share thoughts or reflect on their journey, could provide much-needed emotional depth, akin to the town (or downtime) phase in Ryuutama.

    These moments should feel earned, giving players a breather from the harshness of the game while reinforcing the human connections at the heart of the story. It is important to remember that just as “hot” only has a meaning in relation to “cold”, these quiet respites gain their context and meaning from the harsher moments and themes in the world.

    Conclusion

    To truly honor Studio Ghibli’s legacy, TTRPGs must move beyond simple pastoral escapism. They must embrace the tension between the harsh and the beautiful, the oppressive and the redemptive. Only then can they capture the full magic of Ghibli’s stories, offering players not just a comforting escape, but an emotionally rich and thematically resonant experience.

    The world of Studio Ghibli is multifaceted, and to capture its essence in a tabletop game, designers must be willing to explore the darker, more complex parts of the human experience. By integrating themes like oppression, deprivation, environmental collapse, and the complexity of antagonists, while still leaving room for moments of joy, these games can mirror the depth of Studio Ghibli’s expansive universe and offer players a truly unique storytelling experience.

    As far as what I would do, I mostly leave this gargantuan task to designers much better suited to it than me. I know my limits! 😛 But, there is a skeleton of a game from my slush pile inspired by the darker themes in Ghibli movies. Check it out!

    This will surely inspire some strong opinions (and there’s so much I didn’t cover in a single blog post), so you’re welcome to come shout them at me on Bluesky.

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