Almost About Challenge

I. Dear Reader

One of the big things I’ve been meaning to talk about for a very long time is seemingly large divide between people who want their games to be about overcoming challenge and people who don’t. This is tricky to talk about because it’s a conversation about, among other things, language and psychology.

I wrote an entire post about it and then deleted the whole thing because it just didn’t do what I wanted it to do. This happens occasionally. There’s a lot of stuff about the idea of challenge: why some RPGs are considered challenging and others are not, generally how we think of difficulty, how some games want the feeling of challenge without the threat of losing, etc.

I’ll try again later with a whole different approach. But for now, this section stands as evidence of a failed attempt at grasping meaning. We’ll have to try again next week.

Yours challenged,

Thomas


II. Media of the Week

  • Nothing this week.


III. Links of the Week

  • I really loved this critical post by Ben Robbins (Microscope) about a pattern of conversation that emerges from RPGs that he calls a “star pattern”: “When I say ‘star-pattern’, I mean when the players all talk to the GM but don’t talk to each other. Picture the table, and draw lines showing interactions: all the lines go from the GM, the center, out to the different players, like a starburst. There are few or no lines from player to player.”
  • Shannon Applecline is releasing a new set of history books, Designers & Dragons: Origins. It’s a product history so it’s looking at every published title by TSR in sequence and putting them in context.
  • Aaron Marks does a fun thing and “reviews” his 20-year gaming group.
  • I really enjoyed (even as I disagreed in many points) with this post that breaks down how different RPGs handle queerness. It looks at three games: Thirsty Sword Lesbians, Dungeon Bitches, and Girl by Moonlight, which is a really interesting trifecta to lock your sights on.
  • Wobbupalooza is a treasure trove of insight into the pre-D&D history of “storygames”. The latest page on the site is a history of Charades.
  • This is a nice blog post on Sultan’s Musings about running Shadowdark for 2 players using the Willow setting.
    • If you’re into Shadowdark, 2d6stingbats is a blog that’s reviewing different adventures designed for the system.
  • The new version of Monte Cook’s Cypher system hit the big one million dollar mark on Backerkit. I wouldn’t have seen that coming!

From the archive:

  • Chris Bissette breaks down the numbers behind one project, a Mork Borg adventure called The Vermillion Throne. These kinds of posts are always useful so sharing them here again. (Issue 113. October 2022)

IV. Small Ads

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4 responses to “Almost About Challenge”

  1. Daniel Avatar
    Daniel

    I’ve been thinking a lot about challenge too and have been unable to come to a satisfactory conclusion. I suspect it has something to do with whether players are ‘allowed’ to fail the adventure. In 5e at least, there is an unspoken assumption that if the players ‘lose’ the adventure then the DM did something wrong.

    There is a fun thing that I call the Westworld Conumdrum, where players want their adventure to be like Westworld before the robots go crazy – a convincing fiction where they get to play the heroes without any real risk – and the GMs want the game to be like Westworld after the robots go crazy – and intense adventure where the players need to use everything at their disposal to survive.

    I think this also has something to do with how difficult it is to run mysteries. A lot of that discourse seems to be ‘how to make it so that your players always solve the mystery without them realising that you are letting them solve it’.

    Maybe I’m overthinking it and this is all just a session 0 discussion.

    Like

    1. Thomas Manuel Avatar
      Thomas Manuel

      The Westworld Conundrum is great, Daniel. That is absolutely one of the things on my mind.

      Like

  2. Inumo Avatar

    Hey there! I’m the author of the queer analysis linked in section 3. Figured I’d let you know I’ve mirrored it on my personal blog here: https://nikoblankworks.com/2025/01/the-semiotics-of-queer-in-ttrpgs I’m deffo curious about what things you disagreed with; I know I’ve got a very specific lens I’m viewing these three games through, and while I’m still pretty confident in my analysis I’m interested in what other lenses folks are bringing to the situation.

    As for the almost-about article, something I’m drawing a connection to (and will be writing about Soon™) is Sarah Lynne Bowman’s & Kjell Hugard Hugaas’s theory of Zones of Safety, Challenge, and Risk, described here: https://journals.uu.se/IJRP/article/view/989 especially as it relates to the ongoing conversation around safety tools. Similarly to how forming player groups struggle to enumerate what kind of play their interested in (and thus what boundaries they’re willing to push), I think the traditional authorial voice of TTRPGs as “abstract systems enumerator” and the limited market of TTRPG players means authors are hesitant to outright state, “This is a game intended to be played with X amount/kinds of challenge/emotional intensity/intricacy/etc.” This leaves players inferring that information through the ways the rules are written (with some games making it easier than others), with plenty of bias from their own desires & play styles; this is to say nothing of the constant “hack it your way” ethos many GMs approach rulebooks with. The result is that not only do we have a mix of players pursuing or not pursuing challenge in TTRPGs, but we also have them regularly grinding against each other as they fail to find playgroups that meet their needs.

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    1. Thomas Manuel Avatar
      Thomas Manuel

      Thank you! I’ll edit the link to this one. And will try and reply in greater length once I have the time.

      Like

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