How Rules & Settings Drive Play Differently

I. Dear Reader,

Games have engines. Like a car, something creates the kinetic energy that keeps the game moving. The GM switches on the car and then steers it, but ideally they aren’t just powering the whole thing, legs secretly pumping under the car, Flintstones-style. 

Sometimes the engine is the rules. Sometimes it’s the setting. In my on-going Wildsea game, the rules aren’t really prompting a lot of the cool stuff at the table –  with the notable exception of Twists. Most of the fun at the table is coming from the setting. Whenever I need to say something cool, as the GM, I look towards the setting and I draw from there. And this has been very successful – we’ve had pirate cities on the back of a leviathan, a ship powered by a giant beating heart, a storm of electrical mosquitoes, and lots more. 

But there is a difference between games that have a rules engine and a setting engine. When you have a rules engine, the game pulls on the players to act. Wildsea‘s Twists are a good example. Whenever you roll a double (two 5s, for example), anyone at the table can suggest a twist, which is any kind of new unforeseen event that occurs. Here, the game is prompting us – specifically, the players – to be creative and make “more game” happen. My players use twists to introduce cool stuff they want to chase.

When you have a setting engine, the GM pulls on the game. This might be before the game or during the session but the GM needs ideas and turns to the game. In my game, when the players are going to set out from a city, I look at the setting and pull up a bunch of interesting places they might want to go to (including “Tortuga but on a giant cactus worm”) and they pick. The players ask me what the weather is like so I look at the weather table and see “living storm” which makes me think of mosquitoes and we get a dense cloud of highly conductive mosquitoes. Whenever I need “more game”, I pull on the setting for it. 

I don’t think either kind of engine is easier or better than the other in some objective way. The downside of letting the rules do the pulling is that it can happen too little or too much. In our last Wildsea session, there were too many twists coming up and everyone was kinda done with being creative and introducing stuff at the end of it. The downside of making the GM pull from the setting is that knowing when to pull, what to pull, how much to pull, that’s all stuff you need to learn. And till you learn it, it’s tough.

But that said, it’s always clear to me when an engine is doing its job: a great engine is one that makes me look like a great GM while I do as much or as little work as I want to. 

That seems fair, right?

Yours generatively,

Thomas

PS. We hit 6k subscribers! It’s been complicated to move away from Substack but we’re still growing and that’s a relief. Big thank you for reading!


II. Media of the Week

  • On the Yes Indie’d podcast, I speak to Sebastian Yue, a game designer who published their first adventure module in 2020 and now works for Hitpoint Press (who make blockbuster D&D 5e projects) as well as freelancing for Evil Hat, MCDM and more. It’s a great conversation with someone who has successfully made games their full career.

  • We inch ever closer to the milestone of 150 patrons! So if you can consider supporting the newsletter on patreon and help make Fantasy Cities Volume 2 happen.
  • If you’ve released a new game on itch.io this month, let me know through this form so I can potentially include it in the end of the month round-up.

III. Links of the Week

From the archive:


IV. Small Ads

All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.

  • Earth: After Death is a brand-new post-apocalyptic dungeon crawler inspired by AD&D, Fallout 1/2, Wasteland, and has been designed as the spiritual successor to Gamma World!
  • Trilogy is a PbtA game for epic fantasy campaigns. It features built-in worldbuilding, playbooks built around narrative arcs, neat mechanics to help your game flow, and a high fun-to-preparation ratio.

This newsletter is currently sponsored by the Bundle of Holding.


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4 responses to “How Rules & Settings Drive Play Differently”

  1. Jex Thomas Avatar

    This is a really interesting way to think about games! How do games that have really strong rules engines and really strong setting engines fit in to this? Even in your description of Wildsea it seems to be the case that it’s not just one or the other, but I think about Blades where the rules really push the story forward and there’s a rich setting with plenty of hooks and strings to pull on. How do you balance this? Do you balance this?

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    1. Thomas Manuel Avatar
      Thomas Manuel

      Sorry, this comment got caught in the spam filter. I think the ideal way to make an opinionated rules system and a strong setting work together is to tightly intertwine them so if one is pushes you to do something, the other is always waiting to help you do it. There are games where rules & setting are completely intertwined but I’m also just thinking about fantasy games where if you’re supposed to check for weather when you go from hex to hex, then a really good weather table is the best thing you can do to make that rule sing.

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  2. Royce Avatar

    Hi Thomas, can I ask what plugin you are using to integrate your newsletter and WordPress blog?

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    1. Thomas Manuel Avatar
      Thomas Manuel

      Newsletters are just an inbuilt part of wordpress. You don’t need any plugins.

      Like

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