Tag: Philosophy

  • 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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  • Great TTRPG Newbie Paradox (they’re easier to teach)

    Great TTRPG Newbie Paradox (they’re easier to teach)

    This entry is part 1 of 6 in the series RPG Theory

    Novice TTRPG Players and Simple Guidance

    Close-up view of red tetrahedral dice amidst rustic jars and burlap on a natural surface.
    You should go make a game with Caltrop Core, maybe.

    One of the great paradoxes I’ve noticed in TTRPGs is that newer players don’t always need the extensive examples and explanations that seasoned gamers often request. It’s fascinating how the learning process can differ so much depending on experience level. While experienced players may want every detail laid out to navigate complex systems, novice players tend to do just fine with simpler, more straightforward instructions. So why is that?

    To really understand why this is, we have to look at how cognitive psychology, gaming culture, and design philosophy come into play. New players are engaging with the game in a fresh way, while veterans approach things with a wealth of past experiences and mental models already in place. This combination of factors explains why simple rules can be so effective for new players, but also why they might leave veterans wanting more.

    Cognitive Load Management

    Starting out in TTRPGs can be overwhelming. New players are diving into an entirely new hobby, and everything is unfamiliar. New players must grasp both game goals and effective roleplaying, which can be substantial learning challenges. Success requires reducing cognitive load: avoid overwhelming them with information. Simplify what players process to create approachable, enjoyable entry points.

    That’s why simple, streamlined rules work so well. New players don’t need to memorize a bunch of rules upfront; they only need the basics to get started. Systems like Fate Accelerated or Lasers & Feelings are perfect for this! These rules-light systems remain accessible, letting players focus on fun rather than details. Without intimidating mechanics, they encourage creative exploration while fostering early accomplishment.

    Managed cognitive load enables immediate gameplay immersion. Which itself enables more easily experiencing the game firsthand, which is often the most effective and engaging way for players to understand how it all fits together.

    Learning Through Play

    For new players, a good way to learn is often by diving in and engaging directly. Behavioral modeling plays a huge role here. Watching others navigate mechanics, solve problems, and roleplay their characters helps new players build an intuitive understanding of the game.

    Reading about skill checks differs fundamentally from witnessing real-time dice rolls and reactions. Observing experienced GMs navigate challenges or players embody characters makes learning through example particularly effective.

    This isn’t limited to group play, either. Solo roleplaying also teaches powerfully through play and reflection. Experimenting with rules, testing scenarios, and recognizing successful approaches provides irreplaceable feedback beyond manual reading. This learning-by-doing aligns with human psychology.

    Experiential learning fundamentally drives this process. Acquiring new skills involves practice, experimentation, and gradual improvement. TTRPGs suit this perfectly through balanced structure and flexibility that encourages learning during play.

    New players’ flexibility distinguishes them significantly. Lacking preconceived notions, they frequently adapt faster to rules and discover creative engagement methods. This adaptability becomes a powerful asset, helping them embrace guidance and maximize their experience.

    Adaptability

    What’s amazing about new players is their adaptability. They haven’t been trained to expect certain complexities, and that’s a huge advantage. Without preconceived notions about how rules “should” work, they’re open to whatever the system throws at them. With fewer expectations, they can engage with simple rules without overthinking them, allowing for a more organic experience. This flexibility makes them more open to experimentation and less likely to get caught up in analysis paralysis over myriad options.

    The Tabula Rasa effect is big here. Novices often approach rules with fresh eyes, making them open to experimentation. Conversely, experienced players may often compare rules to prior systems and/or hold certain assumptions. Graceful degradation is something newer players excel at as a result. Novices will often default to common sense and broad principles, as well as more often collapse to core rules. Seasoned gamers will look for more nuance, more often look for edge cases, and generally expect more direct guidance.

    The Takeaway for Game Designers

    Game designers should prioritize simplicity. New players engage best without complex rules or lengthy explanations. Systems emphasizing straightforward mechanics and learning through play build novice confidence and enjoyment immediately.

    Experienced Players and the Need for Detailed Guidance

    A dark, moody still life scene featuring red and blue gaming dice, books, and a magnifier on a wooden surface.

    Complexity Preference

    For seasoned players, simplicity can sometimes feel like a limitation. After years of playing more complex systems, many veterans crave the depth and nuance that come with detailed rules. They want to be able to dive deep into the mechanics, optimize characters, and explore all the strategic options available.

    Systems like Pathfinder and Shadowrun thrive in this space. They offer a level of granularity and choice that challenges experienced players and rewards those who enjoy analyzing every aspect of the game. These systems activate analytical thinking, rewarding those who relish strategic complexity. They also often reward system mastery, which encourages a desire for deep rules understandings.

    Desire for Comprehensive Understanding

    Experienced players often seek clarity on edge cases and exceptions. They need detailed rules and examples to navigate these situations confidently. For them, the finer points of a system matter, especially when the game isn’t going according to the usual script. A system that provides clarity on the exceptions and intricacies helps them play with confidence, ensuring that no one gets stuck in a situation where they’re unsure of how to proceed.

    The can also want clarity on edge cases and exceptions because these often define the boundaries of creativity within the game. Detailed examples allow experienced players to confidently navigate unusual scenarios, ensuring they can “play to the rules” without stalling gameplay. In addition, gamers accustomed to systems like Dungeons & Dragons may expect clear guidance for adjudicating specific situations. Understanding this prior experience is key for seasoned gamers.

    Integration with Prior Knowledge

    Veteran players come into a game with a wealth of experience, so they’re naturally comparing new systems to the ones they already know. They’ve built mental models (or “schemas”) of how TTRPGs “should” work, and if the new system doesn’t align with those expectations, it can cause confusion.

    Discrepancies between these expectations and a new game’s mechanics can lead to frustration without sufficient explanation. A well-designed system can acknowledge this by providing clear explanations of how it differs from other games or being very clear about its own nuances. Without these distinctions, experienced players may feel lost or frustrated trying to figure out how things work.

    Challenges with Simple Rules for Experienced Players

    Overinterpretation

    Experienced players often struggle with simple systems because they assume there’s more complexity hidden in the rules. When the system feels too straightforward, they begin to look for deeper meaning or “unspoken” rules. This overthinking can lead to confusion, especially when the simplicity they encounter doesn’t match their mental models.

    Cognitive Rigidity

    Another challenge is cognitive rigidity. Long-time TTRPG players can become so accustomed to the intricacies of complex systems or robust presentations that transitioning to something simpler or more direct can feel like a step backward. Research indicates that experts in any field can develop a rigidity that limits their ability to adapt to new frameworks; this same psychological principle applies to TTRPGs. This rigidity can make it hard to adapt to lighter systems and simpler explanations that don’t provide the same level of depth they’re used to.

    Expectation of Depth

    Veterans can expect games to offer rich, strategic gameplay. They are often come to anticipate a certain level of complexity in gameplay and/or detail in rulebooks. Simpler texts may seem “shallow” to them, leaving them unsatisfied. They can feel those lighter books are lacking the intricate balance or emergent possibilities of more robust frameworks and explanations.

    Balancing Rule Presentation for Different Players

    Young professionals collaborating on a project in a modern office with laptop and notes.

    Layered Rulebooks

    One way to meet the needs of both novice and experienced players is to present rules in layers. Start with the core mechanics, keep it simple and easy to digest. Then add deeper, optional rules for those who want them. This approach lets new players engage without feeling overwhelmed while still providing the depth that experienced players crave.

    However, balancing this can be tricky. If the rules aren’t organized well, it can feel like you’re constantly flipping through pages to find the right information, which can be frustrating.

    Integrated Examples

    Including examples directly in the text helps everyone, regardless of experience level. Novices can learn a lot from rules-in-action demonstrations. Gaming veterans often value edge-case clarifications. The most effective examples are relevant to both types of players, demonstrating rule applications across both contexts.

    This demands balancing simplicity for novices against nuance for veterans. Simultaneously, maintaining readable flow and utility as a reference often prioritizes conciseness and directness, which can sacrifice granular detail. There is a careful balancing act for TTRPG authors.

    Encouraging Exploration

    Another way to bridge the gap between new and experienced players is by encouraging creativity within a structured system. Games that offer flexibility while still keeping things clear and simple can appeal to both groups. Designing systems that promote creativity within clear boundaries can engage both new and seasoned players, accommodating different preferences for complexity.

    Systems like Powered by the Apocalypse do this well. New players get to co-create the story alongside the GM, while veteran players can still engage with the rules in a deeper, strategic way. It’s the best of both worlds.

    A Few Final Thoughts

    The Role of Player Psychology

    The psychology of TTRPG players varies greatly. New players are often more risk-tolerant and excited to explore, while experienced players regularly seek mastery and optimization. These different approaches to the game highlight the importance of balancing rules in a way that caters to both. The more we understand these tendencies, the better we can design games that speak to a wider audience.

    The Evolution of TTRPG Culture

    TTRPGs have evolved a lot over the years, with indie games gaining traction and traditional systems like Dungeons & Dragons continuing to thrive. This diversity in gaming culture means that players bring different expectations based on their experiences. Designers need to be aware of these cultural shifts and cater to the broad spectrum of preferences.

    Game Master Dynamics

    The role of the GM also changes depending on experience. Novice GMs can benefit from systems that allow flexibility and creativity. Their lack of assumptions, along with the accompanying openness and adaptability, is their great strength. In contrast, veteran GMs typically look for more robust tools that help with complex storytelling and adjudicating rules. Their experience and system mastery, with the knowledge and rules familiarity they provide, form their strong points. Understanding these differences is key to making a game that works for all GMs.

    OK, Actual Final Thoughts

    Cheerful young African American male student in casual clothes throwing college papers up in air while having fun in green park after end of exams

    The interplay between simplicity and complexity in TTRPG design reflects not only player experience levels but also evolving cultural and cognitive preferences. Novices often thrive on minimalist guidance that reduces cognitive load, encourages exploration, and builds confidence. Veterans, on the other hand, oft demand nuanced mechanics, detailed examples, and robust systems that align with their mental models and expectations.

    However, this is all variable and nuanced based on the tabletop roleplaying game niche they embrace, their general mindset and preferences, and their overall experience. Game designers can meet these diverse needs through thoughtful layering of rules, embedded examples, and systems that balance creativity with clarity. Understanding the psychology and preferences of different player groups enables inclusive designs that enrich the TTRPG experience for everyone.

    And as always, I’d love to hear your thoughts on this! Leave a comment here and/or come scream at me about it on Bluesky.

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