Tuesday, 5 September 2023

Consider other viewpoints!

There are perhaps 20 or 25 TTRPG blogs I read regularly, and three among them stand out because of something unique I get out of them.

  • One is the column of a well-established, respected and successful RPG advice blogger who I have only ever agreed with on the most simple and obvious matters. The majority of the writing recommends doing things in ways I would not consider, either because they are incompatible with my usual playstyles, or because the blogger says they will achieve goals which I do not want to achieve (because I'm confident that achieving them would make my play experience worse).
  • Another is a blog containing articles largely about a range of game systems that I don't run or play, or playstyles I don't engage with. They're informative, interesting even, but not immediately useful.
  • A third has elaborately-argued articles whose conclusions almost always rest partly on premises I think are false (or, again, just aren't applicable to my preferred playstyles). Just once or twice, I have agreed with all the starting axioms, and thereby received food for thought.

Obviously, the common link is that these are blogs within my sphere of interest which there is little obvious benefit to me reading.

So why bother?

It's not 'I hate your blog' masochism.

It's because any of these (kinds of) writer could change my mind about something at any time. I've been floored by various jaw-dropping revelations from writers who appeal better to my sensibilities – but those could be considered particularly loud echoes in my personal echo chamber. I think it would be strictly more impactful to experience a major insight by reading these bloggers' work, if it does happen.

And it's because I think it's mentally healthy to be well-read and well-rounded.

And it's because sometimes there is the germ of a transmissible idea, a spark which I can work with. You can get creative sparks anywhere, of course, but getting them from an unexpected source has, I think, a certain distinctive valence or flavour or quiddity or je nais se quoi.

And it's a useful little reminder that other people think differently and like different things and that that's fine.

And it's possible that I'll be persuaded, changed, diverted, and that's not something we should automatically close ourselves off from.

If you're going to try to find work you don't like to start reading, I recommend picking some that is, at base, well-written. Also, focus on writers who seem to have acquired a reasonably large audience and seem to be popular rather than notorious, so you can be more confident that they're not just a crank. (And if they have a large readership, many of their ideas will propagate, so you get the added benefit of being better able to follow the zeitgeist.)

Important caveat #1: Don't go overboard. We live in a world of endless opportunity costs, and life is short. Three viewpoints that seem irreconcilably antipodal to mine seems like a fine number for my main hobby; ten would certainly be too many.

Important caveat #2: There's no need to engage with people with genuinely objectionable views.

This is about TTRPGs, but I'd like to think that the same applies to all hobbies, and probably many other spheres of life.




Friday, 1 September 2023

1d20 spells from a cursed spellbook

 
The magician's curséd tome has protections both obvious and subtle. Here are some infuriating and dangerous spells to include as traps.

  1. Abrogate Healing
  2. Aura of Increasing Entropy
  3. Circle of Protection Against Air
  4. Conjure Wasps
  5. Detect Traps Mostly
  6. Exocoelomic Retreat
  7. Fuse Portals
  8. Gain Enmity
  9. Hear Everything
  10. Illusory Respite
  11. Infectious Disdain
  12. Invisn'tbility
  13. Power Word: Disoblige
  14. Protection From Gut Flora
  15. Quine
  16. See Transparency
  17. Summon Self
  18. Teleport Within Error
  19. Transitive Curse
  20. True Time Stop


Bonus: 1d8 annoying trap spells that are basically just puns

  1. Char Person
  2. Enchant Armoire
  3. Feather Fill
  4. Gourds and Warts
  5. Grater Conjuration
  6. Levigate Self
  7. Stone's Kin
  8. Unseen Serpent




Thursday, 24 August 2023

Brigands and bandits and corsairs, oh my

Differentiate your criminal malefactors!

You may not know it, but terms like 'bandits', 'outlaws', 'pillagers', 'highwaymen', and so on all mean different things. If your party is going up against violent robbers and criminals in your game, make sure you know the difference, because a freebooter isn't a pirate if they're from your kingdom, and a footpad shouldn't necessarily be treated as if they were an outlaw.

All kinds of criminal malefactors are more likely to be found where there is weak state administration, rough terrain, and recent or nearby war.

BRIGANDS

Brigands are highway robbers - people who steal from travellers on roads, usually by force and/or intimidation. They usually operate as a gang and are commonly deserted soldiers.

Footpads are brigands on foot.

Highwayman are brigands who are usually mounted and - being able to roam widely to find targets and escape consequences - less likely to be part of a gang. Carjackers are modern highwaymen who steal cars.

Expected TTRPG PC intervention: kill or drive off brigands in self-defence; round up and capture or kill brigands if approved by the authorities or in weakly governed/lawless areas; otherwise drag them to justice

PIRATES

Pirates are brigands of the seas - people with ships who steal from other people with ships, almost always by force and/or intimidation. Using a ship they can make off with substantially more cargo than a land brigand.

River pirates use, and target, boats rather than ships.

Expected TTRPG PC intervention: kill or drive off pirates in self-defence; hunt down and capture or kill pirates if approved by the authorities or on the open seas (depending on setting); otherwise drag them to justice

FREEBOOTERS

Freebooters or 'privateers' are people who pillage, plunder, raid, or capture the ships of other states, using their own ship - often a warship. Freebooters mostly attack merchant ships.

They are not technically pirates - they have been given license to act by their own state, either by blanket order, or by issuing something like a personal 'letter of marque' - an official commission authorising their actions. But another state's freebooters may be considered pirates and/or outlaws.

Corsairs are historically French freebooters.

Expected TTRPG PC intervention: kill or drive off freebooters in self-defence, and take their stuff; capturing them and dragging them to justice may be preferred in some settings

OUTLAWS

Outlaws are, literally, people who are officially outside the law. Outlawry is conferred as a criminal sentence or decree. An outlaw does not enjoy any of the legal protections of the law, including against killing. This opens outlaws up to mob justice, extrajudicial killing with impunity, and so on.

An outlaw might turn to brigandry, piracy, or marauding (if they weren't already).

In some contexts it might be not merely lawful but praiseworthy to kill an outlaw.

Outlawry is a form of unpersoning; in some contexts to give an outlaw any kind of support is illegal, akin to 'aiding and abetting'.

A desperado is a particularly bold or dangerous outlaw.

Expected TTRPG PC intervention: unlike with brigands or pirates, dealing with outlaws does not require - and usually cannot involve - any legal mechanisms. The unambiguously worst legal status has already been inflicted on them. The authorities are fine with a group of PCs doing anything to outlaws except tying them up and dumping them on the courthouse steps for 'justice'. There is no more justice to be done. This is something that can be hard for us modern people to understand: The law has no more official business with them.

BANDITS

The word 'bandit' is a little ambiguous, usually referring to a brigand but sometimes to an outlaw or a marauder.

MARAUDERS

A marauder is someone, usually an ex-soldier, who roves the countryside looting, plundering, pillaging, and sacking (related words which mean to unlawfully seize and/or destroy property). This is usually accomplished with or accompanied by violence, sometimes extreme forms like torture or terrorism. Marauders usually work in groups to accomplish this.

A marauder might also be called a plunderer or pillager.

Expected TTRPG PC intervention: kill or drive off marauders in self-defence; round up and capture or kill marauders if approved by the authorities or in weakly governed/lawless areas; otherwise drag them to justice

RAIDERS

Raiders are those from a culture/society/state in which raiding other cultures/societies/states is permissible, who do so. 'Raiding' here means travelling to a population centre to loot/plunder/pillage/sack as a marauder does. Raiding sometimes also has connotations of enslaving people.

Expected TTRPG PC intervention: raiders from other states usually don't enjoy legal protections; typically the expected thing is to kill them (reactively or proactively) in defence of the state and its people




THE MORE YOU KNOW

What does a lawful good paladin do with a brigand or pirate? Capture them to be tried. What does a lawful good paladin do with a raider? Dispense swift death. What does a lawful good paladin do with an outlaw? Well, now they have to decide what's 'good'.

Tuesday, 15 August 2023

Internally consistent magical paradigms: A paean to good design

I talk a lot about verisimilitude in fantasy settings, both here and in real life (whenever a friend doesn't manage to escape). One thing I often think about is the metaphysical nature of magic, and the competing desires in fantasy TTRPGs to have player-graspable/predictable magic, mysterious/fantastic magic, and sensible/plausible world design.

I think it's both possible and desirable to have an internally consistent magical metaphysics ('thaumaphysics'?). By which I mean: a framework of magic that is based on inviolable rules (not necessarily complex ones) that are theoretically discoverable by people within the setting. At this point, some readers will clamour that I intend to "Conquer all mysteries by rule and line, / Empty the haunted air, and gnomed mine— / Unweave a rainbow", but my definition makes for a broader umbrella than you might think:

  • The kind of spellcasting where you learn secret words and gestures which affect reality can be internally consistent.
  • Magic where psychic phenomena are measurable in the universe, and spells are entities which occupy some analogue of physical space in your head, can be done with internal consistentency.
  • If every magical effect is always completely random, in the sense of 'drawn from an enormous table or procedurally generated', that's internally consistent as long as the methods of invoking magic are.
  • Magic that is fueled by spell points / mana / energy which the body recovers naturally over time can be internally consistent.
  • Some creatures being innately magical by their nature, and defined methods existing to borrow those beasts' power, is internally consistent.
  • If near-omnipotent gods are locked in conflict over the world, with factions and/or individual minor power variations, and all magic is that which they pass down, then with sufficiently delineated gods the magical framework is internally consistent.
  • High fantasy magic aligned along ideas like "magic always requires a sacrifice" or "magic comes with a commensurate cost which can only be delayed or passed on to others" can easily be internally consistent, being based on a few simple rules.
  • Frameworks where multiple types of magic and spellcasting co-exist (D&D-style) can be internally consistent.


What magic isn't internally consistent?

In most fairytales, magic is presented as something of a fait accompli. Sometimes there are rules based on the implied rules of storytelling, but not usually.

  • The tree can be cut down with a single chop by a princess's hair pressed into the edge of an axe made of wax, and this idea goes unexamined. It says nothing about whether the same axe can break through a stone wall, or whether a prince's hair would work, or if a regular axe with the hair glued on would still have done the job in one chop.
  • The wicked sorcerer tricks the king into agreeing to give up his firstborn child, but it's not clear whether the king follows through on this because of an ensorcelment, or because of the king's honest nature, or the king's fear of the sorcerer's unspecified magic.

Some TTRPG systems and settings aren't sufficiently well-described to have internally consistent magic. What Justin Alexander called 'dissociated mechanics' are sometimes an indicator that magic isn't internally consistent: characters, monsters, or environmental features might be able to do things or have in-game effects that "exist outside of the character’s world and they are only rough approximations of that world." They are insufficiently described in the rules for a player or GM to work out cohesive underlying principles (and use that knowledge to infer capabilities, make predictions, judge interactions and edge cases, etc).

Now, just because the metaphysics is insufficiently developed for the magic to be recognisably consistent doesn't mean the magic is inconsistent. But it does mean that the onus of filling in the gaps is on the GM, and usually the GM won't even think to try to do that ahead of time (which would require, at a minimum, reading and internalising all the official rulebooks and adventure scenarios of the TTRPG, and then coming up with something that is consistent - i.e., doing the rest of the game designer's job for them).

No, it will tend to only come up when some interaction in the game needs a ruling, and the GM has no (or too few) established 'first principles' of magic to fall back on. With every such ruling about the way the world is, the implied underlying rules of magic get squirrelier and squigglier, until it's nearly impossible to come up with an internally consistent framework. At some point, the GM makes a ruling which contradicts an earlier one or something else in the books, and all of a sudden magic is inconsistent.

(Those who went before warn those who go ahead; it's happened to me.)


Why care?

An absolutely fundamental aspect of a roleplaying game is that a player can get a measure of what is going on around them and make choices based on that. If you could boil down roleplaying to three words, "make reasonable choices" would be a decent first draft. That requires a character's surroundings to be (mostly) intelligible. As they travel, interact with things, look at stuff, learn and explore, 'a character's surroundings' expands to 'the observed world', and not just objects within it, but processes too. Simple logic has to work in the metaphysics, too, or it's impossible to do basic roleplaying.

If absolutely anything in the world can change at any time for any reason or no reason — if it's a world where things can stop being true, or retroactively not have been the case — then it's a world you can't roleplay in, let alone get invested in. You certainly can't identify character goals and plan to achieve them. In a world like that, when the GM asks "what do you do next?", the appropriate answer is "who cares?" and to start packing up your things.

If a game rule says that a spell of type X does Y, and another rule says that whenever a spell does Y it's [verb]able by any magical effect of type Z, then that tells the wizard's player something about how magic works. If there's a monster which accomplishes Y as an effect of its X spell, then the wizard's Z magic better bloody be able to [verb] it, and if not (because the game was poorly designed), the onus is on the GM to find a theoretical underpinning for that. They don't necessarily have to tell the player why not, but they do need to assure the player that there's a reason, and a theoretically discoverable one in-world.

If the GM has three options and they are 'sacrifice magical consistency to create this exception' or 'change an established rule of magic to support this monster design' or 'change this monster so it follows established rules of magic', they should understand those options to be terrible, mediocre, or necessary, respectively.

This is all such pain in the neck for the GM that a well-designed game goes out of its way to avoid it, by making its magic internally consistent and spelling out at least the more major of the rules on which it rests.


One particular example: Magical realism

Take the magic of artsy literature, 'magic realism'. Here's the kind of magic you would expect from that metaphysical framework:

The plants in your grandfather's garden all grow three metres tall and are well-stocked with flowers and berries. You have a photographs with you as a kid, overshadowed by them fivefold. You move for college, then for work, and when you come back to visit fifteen years later the plants are all in the same places you remember, as vivid as ever, but they only reach to your knee.

A knight in shining armour loses her child; her sword and armour break into splinters, leaving her able to be harmed by the worst of the world and unable to lead the charge against it. After a long period of character growth and psychological healing, an ogre appears on the horizon and, looking about for her sword and armour for the first time in a long time, finds them to be intact once more.

A stressed businessman goes home tired every night and must then spend hours shoveling food into the dragon's head that grows out of his bedroom wall, tongue lolling over his bed. He is completely exhausted by this and then has to sleep on the floor because his bed is taken up by the horrid mass. One day he sees an advertisement to work at a charity. He applies, gets it, and quits his former job, then goes home and finds the dragon's head has turned into the softest blanket in the world. He gets the best night's sleep he's ever had.

Despite its seemingly vague nature, magical realism can be made an internally consistent framework, by creating rules like:

  • The world is divided into important characters and background characters by some criterion
  • When an important character experiences a powerful or persistent emotion, their surroundings change to elicit that emotion in a hypothetical viewer
  • The challenges an important character faces in their daily life give rise to the introduction of new fantastic objects into their surroundings representing those challenges
  • When an important character develops as a person or solves a major problem, they undergo a corresponding symbolic transformation in their material possessions, environment, or body
  • Any politically, economically, militarily, socially, (etc) powerful person, if they are a background character, has an appearance or key trait that is fantastic or phantasmagorical, and allegorical to the nature of their power


Not all internally consistent magical paradigms are equal (when it comes to TTRPGs)

Magic realism can be made internally consistent. But it still doesn't work in a TTRPG because of the interactive nature of the medium.

Readers can enjoy magic realism because they can, in the worst case, write to the author to say "when Jorris had his nightmare he should have woken up to find all the curtains in his room had turned into red-hot serpents, why didn't you turn them into red-hot serpents you hack". Most won't bother.

Players in a TTRPG tradition can't enjoy magic realism because not only are they able to say things like that to the game master, but they should. By  which I mean it's in their best interests to engage directly with, and explore, the magic system — as we've covered, magic is a useful technology and players would be idiots not to try to make use of it. It's not an 'exploit', it's the human condition.

A TTRPG world based on magical realism would be one of constant argument, or one where magic is proudly (unpleasantly) inconsistent, or one where the players have the (unpleasant) false belief that magic isn't internally consistent.

Other magical paradigms have other problems for TTRPG usage.

  • Classic high fantasy magic in the vein of Lord of the Rings is typically too subtle for PC spellcasting. Also, the source media usually tries to hide its more detailed rules, if not its broad-stroke ones, in a way that's incompatible with a player wanting to know how many orcs their Concussive Wave is likely to knock down and how often they can cast it.
  • If magic is (very nearly) random, drawn from huge tables or procedures, a spellcaster can't reliably do much other than cause a distraction, and (given the nature of many magical effects) can't do that safely.
  • If magic is all in the hands of powerful entities, and people can use it to the extent that they can convince an entity to grant it, then you have too much 'roleplaying' and not enough 'game'. At the very least, you need additional game structures preventing degenerate conditions where the players talk to too many entities or win them over too completely. Along the way you need to solve the old dichotomy of player skill (at persuasion, in this case) versus character skill.
  • If magic comes entirely from objects and materials, then the game must be very precisely designed to preclude too strong of a positive feedback loop whereby getting your hands on too much treasure lets you acquire too much magic which lets you seize more treasure which lets you acquire more magic which [...]

Considerations like these act as design constraints on fantasy TTRPG elements.


Design tensions in fantasy TTRPGs

I quoted Keats' Lamia above to set up a juxtaposition.

Yes, I think it's best that magic be discoverable, explicable, rules-based, and consistent.

No, I don't think that magic should be all discovered by NPCs in the setting, that it should be explained to the players, that its rules should be in a player-facing rulebook, or that its applications must all be obvious outcomes of a single consistent pattern.

Magic should be internally consistent (a) as a matter of elegance, (b) so the GM doesn't have to do a ton of extra work to avoid making bad rulings, (c) so that the world has verisimilitude, (d) as evidence that the designers knew what they were doing, and (e) so players can adequately roleplay in a world where they will interact with magic.

But the players shouldn't be sat down with a complete overview of the exact details of magical metaphysics and all the implications, any more than a fantasy book should open with a dry five-page essay on underlying rules and cosmology.

Graspable, yet mysterious. Sensible, yet compelling. Consistent, yet fantastic.

Sunday, 6 August 2023

Steps to a Hero (end of the campaign)

Do you want fantasy characters who have deep ties to their world? Backstory that directly affects mechanical traits? A fun, fast, unique character creation minigame?

We're down to the last 24 hours of the Kickstarter campaign for Steps To A Hero. It's the 125+ page book implementing a lifepath character generation system designed for compatibility with D&D 5e!

Thanks to everyone who's already supported the project!

Book preview pages


What's a lifepath?

A lifepath is a unique tool for producing a roleplaying game character, beginning them early in life and setting them down a path to become the person that the player will begin the game with. It tells a story about how a character came about, replacing the common process of generating race, background, ability scores, and other traits.

A lifepath is a process of discovery, and each step on the path is an event, decision, or encounter which will reveal things about your character – generating both backstory and game-mechanical traits as you go. Everything in the book is streamlined for 5e, overriding or complementing parts of the base game.



What's in the book?

In Steps to a Hero, you’ll find

  • Everything you need to develop characters with lifepaths for fifth-edition fantasy roleplaying
  • 300 unique lifepath 'steps', each one combining a piece of weird/medieval fantasy short fiction and corresponding character traits
  • A comprehensive set of rules describing the lifepath process, plus optional rules for tweaking character generation
  • A ton of 5e game content including hundreds of new background features, and methods to make many millions of possible stories and backgrounds
  • Support for 12 ancestries, including all the classics, plus half-djinni, half-minotaur, half-dryad, and shorewalker
Discover the remarkable story of each character’s early life, and determine how those experiences gave them the unique abilities and traits in their background.
 
A journey of a thousand miles begins with a single step. Venture forth!

Saturday, 29 July 2023

TTRPGs and the state, redux: Looting the dungeon

When I was talking about states recently (one, two), someone said they thought there was a more fundamental question.

In a classic fantasy tabletop role-playing game (TTRPG), why are there reasonably nearby zones of adventure (shorthand: dungeons) filled with hoards of treasure and magic items (shorthand: loot)?

Why hasn't the local viscount sent an expeditionary force of, say, a hundred men-at-arms and a dozen court wizards to burn down the goblin lair and snaffle up the coin and artefacts?

Now in this case, there are only weak parallels to draw from our world history: in our world, people are the apex predator and are easily capable of using basic technology to survive most naturally-occurring terrain challenges, meaning there haven't been 'zones of adventure' since the stone age, and when treasures lie buried or forgotten for ages, they're essentially never guarded by traps or environmental hazards. The closest parallel might be local raids against individuals or small groups (of citizens, outsiders, or neighbouring states) to seize their wealth, or larger-scale colonial or pseudo-colonial expeditions, like Hernán Cortés using military and technological advances to loot the Americas for silver and gold.

Still, given a reasonable chance of a large resource payout by directing military action against a somewhat nearby stronghold of non-citizens, especially a stronghold which the TTRPG's nature demands can be overcome by a small group of risk-taking specialists, it's clearly sensible for the state to do exactly that. Directing military action is one of the things a state is good at, almost by definition. If it's more of a 'crumbling trap-filled but otherwise undefended ruin' situation, then all the more reason for the state to use its unique advantages (centralised wealth, coordination of groups, compulsion of individuals) to get some specialists in there and extract the wealth.


I'm not going to go for thousands of words about the world-building problem this time, but I can think of some solutions of various quality.


Poor solutions:

  • The world doesn't make sense, so what. Abandon verisimilitude, embrace gameplay. I think this unambiguously makes for a weaker game, but that may not actually matter for e.g. beer-and-pretzels one-shots.
  • People work differently here. People in this world act differently, make different decisions, and in the role of the state, do different things. This essentially turns people into aliens and makes role-playing much harder.
  • There are naturally-occurring weak states. States in this world just have little collective power and low reach, so non-looted dungeons exist. It's really a non-answer, raising questions about why other states haven't taken over, and why the individuals capable of looting dungeons haven't risen to become state powers.
  • Present it as a mystery that the player characters can't solve. By positioning the issue front-and-centre, diegetically, it turns the players' asking "but why doesn't X?" from a complaint into a question. However, it's going to be extremely unsatisfying to then never give an answer. The GM would also have to be careful about things within the world accidentally becoming false "clues".


Unusual solutions:

  • States here are extremely wealthy and have low populations. The expected value of running a dungeon is high to an individual PC, but low or negative to a state (the cost of losing manpower is high and the wealth within is low compared to the state's existing resources). This can work in some settings. The state needs to have hoarded a lot of wealth, rather than this just being a rich society: otherwise the implication is that the gold pieces and magic wands you're looting are as common as pennies and screwdrivers.
  • The PCs are the agents of the state. I seldom see this as an integral assumption of the game itself, but it can naturally emerge in a campaign. If the PCs are strong enough, then they can be tempted or compelled to act as an arm of the state. Maybe there's a gold rush on dungeons at the moment, and the PCs are one of many small groups being sent to some of the smaller zones of adventure, while the knights and court wizards and levy archers and such are sent to the big ones.
  • It's a mystic underworld, innit. In this world, dungeons are haunting netherworlds that can only be broached by true archetypal heroes. The state has no way of acquiring those without removing their 'archetypal hero' status in the process, and this is all part of the setting metaphysics. Of course, it's still in the state's interest to encourage the existence of these heroic types and then tax them enormously when they come out of the dungeon, an angle that's almost implicit in OD&D but which I haven't seen much in games since then.
  • Dungeons grow faster than states can keep up with. A few settings, especially I think those influenced by computer RPGs, have organic/magical dungeons as entities which rapidly appear (maybe propagate themselves), grow, etc. The danger/reward can therefore be higher than, and move around faster than, people can collectively deal with. I would expect states to still do what they can, but 'roaming adventurers' and 'professional dungeon delvers' can become a plausible part of the setting.


Neat solutions:

  • The game is set after a massive cataclysm. Some disaster or combination thereof (war, plague, ice age, undead legions, minor apocalypse) has resulted in weak and disorganised states, low manpower, recent ruins, un-exploited situations, and maybe a dungeon 'gold rush' as civilisation bounces back.
  • The game is set after an apocalypse.  The same thing writ large; the PCs have emerged from a bunker into a post-apocalyptic world. The neat thing is that this not only provides a reason for weak or non-existent state powers, but the remaining bunkers can be natural zones of adventure, as can the post-apocalyptic wastes. Other bunkers can be safe cities to return to.
  • The state has bad information. The state is wrong about how dangerous the dungeon is, how lucrative the dungeon is, how close by the dungeon is, whether the dungeon exists, etc. It's easy for us in the information age to overlook just how slow it can be for accurate knowledge about the world to be discovered and propagated in pre-industrial times (although you'll need to scrutinise whether communication and divination magic are enough to overcome this). This solution works best when there's little to no history of dungeon discoveries. It's perfectly reasonable for a short dungeon-delving campaign to be propped up by, say, the PCs just happening on a collection of treasure maps.
  • We entertain the gods. All-powerful interventionist forces enjoy the world being a certain way, which happens to align with the GM's aims, and the result is a setting that's good for the TTRPG. Very easy to implement, and a conscientious GM will make it a discoverable premise within the world. The only question left is "why do the omnipotent forces have these preferences?" and there are lots of answers if they are remotely person-like in nature.

 

 

Are there games that have lit upon other notable solutions?

Winning the game by being well-rested

I have long believed that  the perfect RPG  would reward the PCs for getting a good night's sleep – and penalise them for a bad enough o...