Last Ditch Consequences

I. Dear Reader,

Feeling ill so this newsletter is coming out a little late – but I wanted to highlight a key piece of “GM-friendly design”.

I call it “last ditch consequences” which isn’t super clear but is easier to say than “the consequence that the GM can always dish out, even when it’s late and they’re tired and they can’t think of anything creative”.

Basically the idea is that in games with a partial success (which I love), it can be hard to think of consequences all the time. Usually, in a PbtA game, the moves make the GM’s job easy for partial or mixed successes – you usually just have to pick something. But if it’s one of those catch-all moves (like Act Under Fire) or it’s a Forged in the Dark game, it can be really tricky to always come up with consequences. So it’s just nice when a game has an easy, go-to consequence.

Now, this stuff tends to be mechanical and simplistic. It’s stuff that nobody ever singles out for praise as “great design”. I think harm or HP or wounds sometimes get added to games primarily for this reason. Nobody ever says they love the harm system in, say, Blades in the Dark but it works as an easy consequence. I think Heat in Blades also works the same way. You can almost always be like, “The consequence is you take one Heat. Oh, why? Uhhhhh, someone saw you.”

Less is more though – too many of these and you can end up making it a tough choice for the GM again. Just one or two is good. Have you noticed this when you’re running games? Do you have a game that you like because it makes dishing out consequences easy? How does it do thay?

This came up with this week because I’m working on Depths Unfathomable, my pirates-but-not-pirates game about diving for salvage in the post-apocalyptic water world. I found it hard to keep coming up with consequences so I went and added a few things – the lightest of touches – so the game remains easy to run even when it’s late and I’m ready to go to bed.

Off to bed now,

Thomas


II. Media of the Week

  • On the new Lyrical Ludology podcast, Logan talks to Jay Dragon about all sorts of stuff but I especially liked the bit about making “lyric-informed” games.


III. Links of the Week

From the archive:


IV. Small Ads

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7 responses to “Last Ditch Consequences”

  1. Fiona Hopkins Avatar
    Fiona Hopkins

    Hope you feel better!

    I think Root’s exhaustion/injury/depletion tracks are a good example of this, somewhat hindered by lack of an easy player-facing reference on how to replenish them.

    -Fiona

    Like

    1. Thomas Manuel Avatar
      Thomas Manuel

      Ah, that’s interesting! Don’t know much about Root. Thanks for sharing!

      Like

  2. potatocubed Avatar

    What I’ve found with consequences is that you can divide them into ‘consequences that make things more complicated’ and ‘consequences that don’t’. When there are already a lot of moving parts in a Blades heist, for example, ‘have some heat’ or ‘have some harm’ or something else that creates an immediate mechanical effect then stops, help keep things manageable instead of exploding into a whole mess of twists and revelations.

    Which I guess makes them a pacing mechanic? Something like that.

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    1. Thomas Manuel Avatar
      Thomas Manuel

      Yeah, I see it! I think it’s also very specifically a question of timing, i.e., “can I trade a consequence now for a bigger consequence later?” So when a game gives the GM something to do that is a Good Consequence but isn’t necessarily an immediate consequence that can be useful.

      Like

  3. groewe Avatar
    groewe

    I had this problem so often I made a cheat sheet to prompt ideas during play. It’s free and available here, if it’s of interest https://groe.itch.io/harm-complications

    Like

    1. Thomas Manuel Avatar
      Thomas Manuel

      This is very cool. Thanks for sharing!

      Like

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