#148: Opinionated Games

Someone is going to have to decide if purple is cool or not.

I. Dear Reader,

One of the big divides I see in RPGs is between folks who like their games to have strong opinions or not. If you don’t like opinionated games, it might be because you see it as overly formal or constrained, or maybe even like you’d be playing someone else’s story. If you like opinionated games, you probably see them as opportunities to have unique or novel experiences – a chance to play in a way you wouldn’t have done if just left to yourself.

I think this divide is pretty unique to RPGs. The only thing I’ve seen at all similar in videogames is the criticism of very railroad-y games but that has its own different parallel in RPGs. Has this ever cropped up in boardgames? Not to my knowledge but let me know if I’ve missed something!

So I find this interesting because the question isn’t whether a game should have very specific details or procedures. It’s where those specifics should come from.

Some people want all the opinionated stuff in their settings or adventures. But setting is a kind of rule, isn’t it? A different kind of rule, sure, but in the same broad area. For example, if the setting says, “The Pigmen will only fight you if you look them in the eye”, and a rule says, “If you look a Pigman in the eye, roll 2d6+Blood”, those are basically the same thing.

Some people want the opinionated stuff to come from them. A GM running a generic game is choosing a generic game so that they can come up with all the specifics. We might be playing Fate or GURPS but if the GM says in this fantasy world, there are no gods and all magic has a corrupting influence, that’s pretty opinionated. In that sense, the GM sees this kind of thing as their domain and doesn’t like the rules elbowing in.

But I think there’s also another important difference about where we like our opinions: inputs and outcomes. I think a lot of people are comfortable with a very specific premise: “This is a time of war. In this time of chaos, robbers abound, famine rears its ugly head, and brother suspects brother.” That sounds pretty normal even though it does constrain play a whole lot!

But this feels different from, “In this game, everyone will die randomly and tragically.” Even though I don’t think this is necessarily more constrained than the previous example. It feels different because one is an input and one is an outcome. The latter statement constrains outcomes and a lot of people take “undecided outcome” as a central pillar of roleplaying.

So why do some people not have a problem with decided outcomes? Next week!

Yours opinionatedly,

Thomas



II. Media of the Week

Nothing this week!


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III. Links of the Week

  • A nice, long read on the history and politics of Warhammer 40k:

    “When fans (or the company itself) point at Warhammer 40,000 and call it ‘satire’, it is really 2000AD that they are pointing to… Warhammer 40,000 on the other hand openly glamourised the villains of 2000 AD, said to itself “what if those were actually the good guys?”, added a bunch of homebrew worldbuilding around the edges, and sent the whole thing off to the printing press without really thinking too hard about what exactly they were trying to say.”

  • Over on Githyanki Diaspora, Judd Karlman tells a fun story of how his players saw a simple mission and decided to make it way more interesting! Players doing cool stuff, love to see it.

  • Ninefox Gambit, the award-winning sci-fi novel from Yoon Ha Lee, is getting an official RPG designed by the author.

  • Age of Ravens has collected more than 200 different names for GM across various games. Some standouts include The Big Cheese from Rat Pack and Q in Star Trek: Alpha Quadrant.

  • An older essay that I enjoyed rereading this week: Towards an art history for video games.

  • A long lost admin comes in and boots out some bigoted moderators in this story about the Battletech subreddit and a queer fanzine.

  • KiwiRPG Week is an upcoming RPG event which is going to host actual play streams, offer discounts and showcase games from Aotearoa / New Zealand.


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8 responses to “#148: Opinionated Games”

  1. Alex Avatar
    Alex

    On opinionated games, I find the term ‘generic game’ to be pretty misleading. Systems like FATE, GURPS and Savage Worlds all have strong opinions about how things work in the worlds of their games. Rules that tell you how to determine ‘what happens next’ are always based in some designer’s opinion about what kinds of things are likely or unlikely, or interesting or uninteresting, or fun or unfun, and which of likeliness, interesting-ness and fun-ness matters most.

    In my experience, when most people talk about ‘generic games’, what they really mean is one of two things: that the game is setting-agnostic or premise- agnostic; or that the system is a collection of modular rules that a game-runner can combine to create a game that reflects their own tastes — or rather, their ‘opinions’.

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  2. Hendrik ten Napel Avatar
    Hendrik ten Napel

    The link to the 40k article is missing. Can you share it a still? It sound very interesting

    Like

  3. JayEmBosch Avatar
    JayEmBosch

    Re: Opinionated Boardgames. There’s definitely a similar divide in boardgames. It often lies between:
    A) games that are perceived as fair contests of skill, where players are given identical or fairly similar starting positions and all have access to mostly the same set of paths toward a clear victory (and often using their themes to present power fantasies for players), and
    B) games that care more about simulating particular scenarios, allowing for (or relying on) significant political manipulation to balance player positions, somewhat zero-sum paths toward victory, and presenting flawed systems as (sometimes) a critique of power. Fans of the former games sometimes see the latter as simply unfair or “just kingmaking.”

    Cole Wehrle’s games are great examples of the latter type, and his GDC talk, “King Me”: A Defense of King-Making in Board Game Design (https://www.youtube.com/watch?v=UraJElx1ebg), is a wonderful presentation of why the latter type of game works, how the former type is an ideological outgrowth of a particular historical morality, and how even people who obsess over “fairness” in boardgames often don’t understand fairness in boardgames:

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    1. Thomas M Avatar
      Thomas M

      Thank you for the insightful comment!

      Like

  4. Kyle Maxwell Avatar
    Kyle Maxwell

    This is definitely something talked about in software as well. Do you create something that is a tool to be used in many different ways, including workflows the designer considers suboptimal, or do you create something that pushes users to work in “better” ways?

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    1. Thomas M Avatar
      Thomas M

      This is very interesting! Thanks for sharing!

      Like

  5. So You Want To Be a Game Master – Indie RPG Newsletter Avatar

    […] the answer finally: This book imagines a new GM is someone who is running D&D 5e or some other un-opinionated game and wants structures to follow when they write their own adventures. There is other good stuff in […]

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