Showing posts with label weird. Show all posts
Showing posts with label weird. Show all posts

Sunday, 25 May 2025

Pushing the envelope: Deconstructing RPGs

When you push the boundaries of a medium, you tend to reveal interesting things.

A whale flies over a landscape, lifted by a book. Art by Jorm Sangsorn / Adobe Stock.


A wrong, but illuminating, TTRPG theorypost

In the case of role-playing games, I think there are two very important axioms:

  1. players get to make character choices that are meaningful
  2. players are deeply constrained as to how they otherwise affect the world

Axiom 1. Players get to make meaningful character choices

By this, I mean their choices must be

real (the outcomes are not faked or predetermined), and

impactful (the outcomes and/or act of deciding matter to the player/character/setting), and

associated (the choices are made as if by the character within the world, not just by the player within the rules), and

plausibly adjudicated (the choices have predictable or at least credible impacts on the imagined world).

Axiom 2. Players are deeply constrained regarding the world

Players impact the world by their character choices, but otherwise have few or no ways to impact the imagined world.

(Most TTRPGs, of course, let a player decide details about the world specifically during character creation, which their character could not possibly have chosen 'in-world'. This is a pretty accepted carve-out, and one of the reasons I say 'deeply constrained'.)

Pushing the TTRPG envelope

Now let's contort these established TTRPG boundaries and principles, to see if anything interesting falls out.

-

We already know what happens when you step back further from Axiom 2 (as part of game design or during play), giving players more options to intervene directly in the world.

You get experiences that are more like collaborative story-telling games, and postmodernish games where the point is to play around with the truth, and eventually you end up with free-form roleplay and expressive world-building.

-

What happens when you deliberately change Axiom 1, making character choices less meaningful?

There are some obvious examples, which tend to be unpleasant, especially in the context of contorting an existing traditionally-designed game.

  • If character choices aren't real, you get railroads, which almost nobody likes.
  • If character choices aren't impactful, the game (and fiction) has no stakes, which few people like.
  • If character choices aren't associated, you're playing something more like a boardgame that has heavy fiction/fluff elements, which some people like, but can be dissonant.
  • If character choices aren't plausibly adjudicated, there's little sense in which you're making a 'choice', so you might as well be rolling dice instead, since that's fun.

...But those are mostly the results of taking a role-playing game and 'playing it wrong'.

Designing an experimental game

Challenge: Can we go against the zeitgeist and design games which play with the formula of Axiom 1? Can we push the envelope to deliberately make character choices less meaningful, and still create something compelling?

I can see two things to try.

Less meaningful choice... in pursuit of themes

You could do this deliberately, in an artsy way, to explore certain themes.

Inevitability and the linear nature of time. Doom and futility. Fate and prophecy. Closed-loop time travel. Nihilism.

Less meaningful choice... but more meaning elsewhere

You could shift the focus of the game from meaningful choice to something else, so that there's still something challenging for the player to do.

One possibility is having the player grapple with emotion and feeling, something reactive and exploratory rather than goal-oriented and decision-guided. The obvious pathway for doing this is through journaling games, which often emphasise those aspects more than traditional RPGs (as well as often relaxing Axiom 2).

Combining these ideas into new experimental game designs

I'd like to see a game develop some of those specific themes in parallel with locking down player choice in favour of developing character emotions and feelings (while still being on this side of 'being a roleplaying game').

I'd like to see a choose-your-own-path game set in a world deliberately designed to teach the player that their character's choices fundamentally don't matter in this particular fictional context, and develop an exploration of what that entails (...while still on this side of 'being a game at all').

I'd like to see some hybrid of boardgame and roleplaying game that's not just 'boardgame mechanics under deep layers of fictive fluff', but some other unusual interpolation of the two mediums.

And if I can't find them, maybe I'll make them.

 

Friday, 28 February 2025

Craft wizards out of Wiki articles

The Kickstarter campaign for my weird 2025 Zine Quest contribution is wrapping up, and I'm blown away with the level of support.

Sample draft zine spread. Utterly forbidden wizardly knowledge. Torn pages.

Wiki Articles Are Wizards [citation needed] is mostly about making bizarre wizards from wiki articles and showing them off in duels. In this note which I'm cross-posting from a Kickstarter update, I'll show you how it works.

Step one: Find an article.

Any decently long article with descriptive bits will do. Let’s choose the Wikipedia article on ‘puzzles’.

Step two: Generate some wizard aspects.

Amongst the zine's many tables, some (pages 10–17) give you templates which turn wiki article content into wizard features. Choose a template, then fill in its blanks by picking something out of the article.

For example, sometimes you'll be asked to use a little bit of description from the article, turning it into an activity, descriptor, or thingummy. Other times you'll compress and mangle names from the article’s references into a fantastic name. (See page 8 for more info!)

We'll pick out some descriptive phrases from our chosen article on puzzles: riddle of the Sphinx’, ‘hangman’, ‘missing square’, ‘used the resulting pieces as an aid for teaching’, ‘16th century’. We turn them into wizard traits:

  • Kangdell the Sphinx’s Hangman was cast down into this world from the Great Dreaming sixteen centuries ago. From head to toe, his body is missing squares; he uses the pieces as an aid for teaching.

Note that 'Kangdell' is a mangled name from the article's reference section.

Then we can pick out some more content from the wiki article and use it to construct more traits: the Maze of Games’, ‘the World’s Biggest Puzzle’, ‘put pieces together (or take them apart)’

  • They call his lair the Maze of Games. His minions are automata which put pieces together (and take things apart) without cease. The work currently open on his lectern is titled: The World’s Biggest Puzzle.

Pages 18–21 are full of even more tables, to give our wizard some personality descriptors. We use these by choosing the first and last letter of the article title, which in our example are the P and S from ‘puzzles’. Add some random rolls for the relevant tables and we find that Kangdell is 'particularly proud', and 'somewhat spiteful'.

We round it out with a few more traits, in particular merging a few categories from the article into his research interests: requiring strict adherence to a particular kind of order’, ‘Category: List of impossible puzzles’, ‘Category: List of puzzle types’, ‘Category: Mechanical disentanglement’

  • People find Kangdell the Sphinx’s Hangman to be particularly proud and somewhat spiteful. He requires strict adherence to his particular kind of order. He amuses himself by disentangling types of impossible puzzles.

Step three: Create spells, defences, and artefacts.

Now that we know what Kangdell is like and have a sense of his 'theme', we create his magical arsenal from article content, using some simple guidelines for spell names (pages 22–23). We'll create three spells, three defences, and three artefacts.

Picking some descriptive content out from the wiki article and turning them into spell names: ‘becoming’, ‘hidden object’, ‘the size of a sand grain’, ‘sawed around’, ‘many riddles’.

Three powerful spells Kangdell knows:

  • Swilsnor’s Hidden Saw
  • Spoerork’s Many Riddles
  • Become The Size Of A Sand Grain

Then picking out some article content that sounds more defensive or obscuring: World Cube’, three cups’, ‘unite the elements’, ‘enigmatology’, ‘disentanglement puzzles’, ‘the outline’.

Three of Kangdell's magical defences:

  • Eymaugladoun’s Three Cups of Disentanglement
  • Pftpievandal’s Enigmatic Outline
  • Uniting of the World Cube’s Elements

Our wizard should also have some magical treasures and objects of power! This article has lots of great possibilities, and I ended up choosing: nine linked-rings’, ‘temple tablets’, ‘cartographer’, ‘a perplexing problem’, ‘folding problem’, ‘advanced device’.

Three artefacts secretly in Kangdell's possession:

  • Botesmackar the Cartographer’s Advanced Device
  • The Nine Linked Rings of Folding
  • The Perplexingly Problematic Temple Tablets

Step four: Pick extra lore and traits.

We can add detail to Kangdell the Sphinx’s Hangman by sprinkling in lore and special powers from the extra tables of Ancillary Wizard Information (Part 6 of the zine). Here are some possibilities:

  • Should his staff ever be broken, Kangdell breaks into the same number of pieces (and is mildly inconvenienced as a result).
  • He has fragmented memories of four centuries in the jar, bored out of his brain (which was all he was at the time).
  • Kangdell wears socks and sandals and carries a little grimoire in his deep-pocketed robe.
  • His tower is cuboid, and moves when nobody is watching. Its stones are lined with symbol-inscribed tiles.

There's lots to do with Kangdell!

Our wizard is prone to petty grudges, magical disputes, and ego clashes, and as a result, his cabal will be duelling in the Great Wizard-Off. For information on this and so much more, check out the zine! Available now!

Wiki Articles Are Wizard: title image.

This post was updated in June 2025.

Monday, 27 January 2025

Wiki Articles Are Wizards [citation needed]

Wizards are disquieting, unique, and steeped in magic. This wizard leaves a trail of fungus wherever he goes, and keeps his spells under glass. [1] That one is nine feet tall and orbited by tiny comets. [2] Another has matchboxes full of slithering tongues, which do his talking for him. [1][3][disputed – discuss]

Announcing Wiki Articles Are Wizards [citation needed], a tome of instruction for crafting such twisted sages! [clarify]

Kickstarter banner image. Title. Wizard holds orb.
https://www.kickstarter.com/projects/periaptgames/wiki-articles-are-wizards-citation-needed

➡️ Step one: Take any article from Wikipedia, or another wiki

➡️ Step two: Follow some simple rules to transform it into a weird, dangerous wizard

➡️ Step three: Pit your wizards against each other, using a tournament-style mini RPG

➡️ ...Or use them as inspiration for characters or villains [ambiguous] in your own games!



Strange spellcasters.

Enjoy a hefty tricolour [4] zine with:

➡️ Rules for creating arsenals of spells and protective amulets! [citation needed]

➡️ The truth about true-names! [5]

➡️ More wizardly lore than you can shake a staff at! [original research?]

➡️ Random tables for wizard anatomy, habitats, peculiarities, and more! [vague]

 

 

Standalone game. Wiki-based wizard crafting. Magical lore.

Inspired by: Wikipedia deep dives, and wizards from old pulps and comics, GLOG, Discworld, and Dying Earth! [1][2][4]

Follow the Kickstarter to get notified when the campaign begins! https://www.kickstarter.com/projects/periaptgames/wiki-articles-are-wizards-citation-needed

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