Category: RPG
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đ˛ Blame Design in Game Design
I suspect youâve probably had an experience like this at your game table:
GM: âOrcs of the Red Moon Clan have AC 18â
Player: âOk, wish me luck. Rolling to attack!â
âŚlaterâŚ
GM: âLetâs make that pick lock a DC 18 check.â
Player: vents, complains, debates, bickers, argues, or becomes sullen
Why does the player accept AC 18 without issue, but pushes back against DC 18? After all, these are mechanically equivalent!
Because psychologically, they are not. Games are played by humans, and humans react to dynamics, not just mechanics.
The example above is what I would call a shift to âexternal blamingâ. Here you have someone behaving ok when they perceive the system as providing the adversity, but reacting poorly when they perceive the person as making it hard. In both cases, the system and the GM together shape the difficultyâregardless of how it feels. (e.g. the GM could have given that orc different armor, or chosen a different adversary.)
Blame isnât always directed outward. Sometimes, players turn it inward instead. We might call that âinternal blamingâ. Youâve probably seen this occur most in systems with âbenniesâ (where you spend currency to do better on a check) or with âpush your luckâ mechanics (where you decide how much you want to risk for the result). Maybe the player hoards their bennies, afraid to ever spend them. Or chide themselves when they spend and still fail. Whereas before they blamed the GM (or in some cases other players), in this case, they are hard on themselves.
Both external and internal blaming usually decrease the fun for everyone involved.
âBut Toddâ you might say âwhy donât you just not play with people who arenât emotionally mature enough to not succumb to these patterns of behavior? Maybe those games just arenât for them?â
Fair question, hypothetical-responder-person! But I refer you back to the point made earlier that âhumans are who play gamesâ. Itâs hard enough to schedule a group to play, and most humans have something they are dealing with.
Like the old saying about places of worship, I havenât found a perfect gaming table, because once I join, itâs no longer perfect.
Perhaps a more useful question is: âwhat kinds of games do we bring to the table?â In other words, we can select for games that are more resistant to the types of blame that people in the group are prone to. Or maybe in #gamedev we can design for more blame-resistance in general, especially since we donât always know the people weâll be playing with.
But how?
It helps to remember that #TTRPGs are not just a game, they are also a conversation. Conversations benefit from affordances or âdoorknobsâ.
(Iâm giving you a moment to go read.)
So we can build in more affordances. A game can design for multiple routes to success (e.g. inventiveness/problem-solving, equipment/tools, skill/system mastery, careful planning, quick-thinking, stat-improvement, NPC-help, etc.) allowing different ways for players to tailor their experience towards the achieving outcomes. A game can have âdialsâ that can be adjusted to dial up or down the GM/player input on difficulty (e.g. how often are bennies granted). A game can shift more things to have the feel of being âthe systemâ than the GM/players (e.g. roll-under stat vs. roll vs. DC). These, and more, can help mitigate the blame game.
As in most design, this is a spectrum and there are tradeoffs.
Even in the games Iâm working on, I have a variety. Thereâs a card-based RPG that is more susceptible to internal-blame, because players choose the next mode of play and the card(s) they deploy. I also have a troupe LARP, which are notorious for external blame due to downtime-action decisions. Iâll seek to minimize that with clarity around downtime possibilities and resolution processes. I also have a D20 hack that is very blame-resistant due to player-facing rolls, roll-under, and many-modes-to success.
I am mostly wary of games that go very hard in one direction. They can devolve into arguing with (or silently resenting) the GM (i.e. external blame), or to frequently feeling anxious about your choices (i.e. internal blame). In my experience, games designed this way often sound really neat on paper, but are not fun for many groups of humans that you would bring to an actual table.
What about you? Have you experienced this at the table? Has it changed what you play, how you play, or how you design?
đ˛ Thinking about using Ave Nox as my âbaseâ for playtesting my D20 hack.
Arguments for and against?
Is it a setting where itâs workable to send new parties in, with an updated dungeon state based on previous excursions? If not, do you have other suggestions?
Re-shares welcome! #ttrpg
đ˛ stillfleet sounds really interesting. Surprised the Bundle of Holding is the first time Iâve heard of it.
Have you tried it? How did it play? #ttrpg
đ˛ Fellow #TTRPG makers:
Please keep creating in this format. 6x9, clothbound, ribbons, nice paper. I like them a ton.
(Two newest are in the second picture.)
đ˛ This weekend 9 of us had the inaugural #HeronCon.
We played 7 games and had a great time!
I got to playtest a very-early version of the âEnclave-creationâ process which I used to spawn a Undying Sands/Vaults of Vaarn session.
If youâve met me and want to attend next year, drop me a line!
đ˛ Since Iâm hosting a micro-con this weekend I had to get out the shirts. #ttrpg
Left: The Real Thing Right: Monster Burner Not pictured: Eclipse Phase faction shirt

- First #ttrpg you ever played? AD&D
- First you ever ran? WEG Star Wars
- Played the most? Burning Wheel
- Run the most? Burning Wheel
- Favorite? whatever is in front of us
- Most recently played? Legend of the Five Rings 5th ed.
- Most recently run? Whitehack 4th ed.
đ˛ via @juddthelibrarian.bsky.social
đ˛ last year, local gamers went to #GaryCon together. The best fun we had was the time we played at our own table.
Thus, we created #HeronCon to run the same weekend. Open #ttrpg gaming and each attendee has to bring a game (or more) to run.
Iâm running the Undying Sands with Vaults of Vaarn.
đ˛đđ New page: Games in Development.
(These are very-slow-moving developments, mind you!)
If one of these is interesting to you, feel free to ask questions or send ideas.
đ Euchre: Going Under
Like a lot of card games, there are variants depending on where you grew up, who you played with, etc.
Tonight, I learned a somewhat boggling (but also interesting) one: âgoing underâ.
âGoing underâ means that when it is your term to bid (which is a yes/no or suit declaration in Euchre, rather than a number), you can sacrifice your bid to take three 9s or 10s from your hand and exchange them with the kitty. The extra interesting part of this is that the people I learned it from say you never show the cards you exchange with the kitty. Iâm sure many players have taken advantage of that fact.
I grew up with something a little different. If you had all 9s and 10s, you could show them and declare âFarmers Handâ which became a misdeal, and thus, the deal passed to the next player.
Have you used any rules like this? What was your variation?