Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Tuesday, June 10, 2025

Elements of a Key 1

 I've been working on a soon-to-be-announced hexcrawl project with a few other people, and it's gotten me thinking about key design--more specifically what elements are valuable to include in a key that you're prepping and/or preparing to release for others to use. I figured I'd do a breakdown of all the information that a key (explicitly or implicitly) contains.


Key, in this context, just means any block of information describing a piece of a situation meant for play. Room keys and hex keys, but also to a lesser extent descriptions of monsters, NPCs, and general setting elements.


This list is meant to be as exhaustive as possible--what are all of the things that a key might need in order to be played out? Importantly, I'm not making a distinction (yet) between information that is decided by the key writer, the GM during prep, or the GM during play. Thinking through which types of key elements are best left to which stages (writing/prep/play) is the ultimate point of me writing this up, but this is long enough I need to save that for a future post.


General Information

The basics of a key. What do you tell to the players and when?


Immediate Sensory Impression

What is the immediate sensory impression received upon entering? Or, to put it more directly, what does the GM describe to the players upon first encountering the key?

"You enter a 30'x30' square room with a goblin in it, sitting atop a stained carpet."


Uncoverable Details

What is present in the key that requires some amount of exploration on the players' part to discover? Or, to put it more directly, what does the GM not describe to the players upon first entering the key? This contains both information likely to be relevant to play, and the answers to even the most inane questions the players might ask about the key.

"The stained carpet conceals a closed hatch leading downwards."

"The goblin's pockets contain 3 copper pieces."

"The goblin's name is Skronk Jr."

"The walls of the room appear to be carved limestone."

See Also: Hidden descriptions, via Landmark, Hidden, Secret


Immediate Response to Players

Similar to Immediate Sensory Impression, what happens the moment the players encounter the key? Does the presence of the players kick off some series of events?

"The goblin snarls, 'You've ruined your own lands, you'll not ruin mine!' and attacks."


Conditional Response to Players

Once the players start poking at things, what happens? Like Immediate Response to Players, but events that occur only if the players (or other forces) take certain actions.

"If the hatch is opened, the trap activates."

"If the players show a Worm Badge, the goblin lets them pass."


General Concept

What's the general deal with this key? If details need to get filled in about the key that weren't prepped, what basic concept should the GM visualize when improvising new details?

"The room is the lair of a goblin, tasked with defending the secret entrance to the goblin mines."


A Quick Aside

I hope that some of why I find this all interesting is already coming through. Once the players discover a key, all of these elements are needed to play it out--the scene opens with a sensory impression followed by an immediate response to players, as they players move through the key they uncover more details and trigger conditional responses, and as they prod at the key from unexpected angles the GM falls back on the general concept to improvise additional details.


Does that mean that a well-prepped key should explicitly contain all of these elements?


Almost certainly not.


Most of these can be inferred from each other. A good General Concept can imply everything else/a good Immediate Sensory Impression can imply the general concept/and so on. The GM needs to be able to do all of these during play, but it's overkill to include all in prep and/or writing. I'm doing this dissection largely to help me think through which of these elements are best come up with during which stages, and which elements are best stated directly vs. implied.


The Situation

Keyed descriptions exist within a moment in time. How does the hex describe how it might be on repeat visits?


The Temporary Situation

What in the key is happening just as the players first experience it? What won't be happening the next time they arrive?

"A child cries for help, surrounded by four hungry wolves."

"Six pilgrims pass through, on their way to visit the oracle to the south."


The Indefinite Situation

What in the key will be there every time the players arrive (or at least until they disrupt it)? What is 'business as usual' for the key?

"The shop sells basic adventuring supplies at a 50% markup."


The Possible Situation

What in the key may or may not be there when the players visit?

"There is a 1-in-6 chance per night of being attacked by 1d8 wolves."


The Reactive Situation

What in the key may happen in the future? Either based on player action or the natural progression of time, what will this key look like upon later visits?

"If the goblins are wiped out, a colony of kobolds move in to take their place."

"If not rescued within a week, the stranded sailors die of dehydration and exposure."


NPC Descriptions

The NPCs within a hex are some of its most unpredictable elements. In theory, each one is a full-fledged person. What information does the hex provide to describe them?


NPCs Present

What NPCs are in the key? How many of them are there? What's their general concept? What do they look like? All 'General Information' questions apply.

"There are three goblins."


NPC Motivation

What does the NPC want? What motivates the the actions they'll take? Both in the short-term (what they want out of their first encounter with the players) and in the long-term (what they want out of life).

"The goblin wants the players to leave."

"The goblin hates the ogre who lives next door."

"The goblin wants power, praise, and wealth."


NPC Abilities/Instincts

How does the NPC pursue their wants? What skills/abilities/powers do they have? What are their go-to strategies and instincts on how they behave? May or may not be mechanical.

"The goblin has +5 to stealth and can backstab an unsuspecting foe for double damage."

"The goblin throws themselves on the ground and begs pitifully for mercy when met with strong foes, blaming everything on the ogre."

"The goblin lies compulsively, and doubles down on the truth of those lies no matter how obvious the lie or costly the facade becomes."


NPC Backstory

Who is the NPC? What was their life like before the players met them? What's their lore? What was their relationship like with their parents? The types of information that won't come out in default play, but that a player might always ask the NPC about on a whim. It's a running joke that one of the cruelest things a player can do to their GM is to ask an NPC "What's your name?"

"The goblin is named Skronk Jr."

"The goblin has a pet rat-dog."

"The goblin used to be a bartender on Main Street until they were fired for embezzlement."


Misc Information

Here are a few more types of information that may come up about a hex in play that didn't fit with any other category. Not all of them are strictly necessary to run a key, but still may impact the way play occurs if included. There's overlap between some of them, but I find it helpful to take a step back and look at a key via each lens separately.


Lore & Backstory

What's the history of this key? What events occurred in the past to bring the key to the state it's in today? What's the explanation for why the key is the way that it is? Like NPC Backstory, encompasses info that's unlikely to be relevant to actual play.

"Here's the genealogy of the king, going back 500 years."

"The polymorph trap was installed by a long-dead wizard who liked to turn their foes into chickens and then dine upon them."


Relations to Other Keys

What other keys do you need to know about to run this key? How does this key combine with other keys to create something larger than the sum of their parts? May be explicit or implicit connections.

"Loud noises alert the ogre next door."

"The key opens the door to the king's chambers."

"The assassin knows the names of the three other conspirators." 

"This goblin liquor is exactly the type of gift that would you get on the Sherriff's good side."


Authorial Intent

Why did the author include this key? What part does it play in the module's design?

"This goblin encounter was included because I felt the dungeon didn't have enough NPCs the players could talk to."

"The kidnapped children were included because I found players didn't have a strong motivation to go into the dungeon without a quest."

"This dungeon is my meditation on the five stages of grief. The goblin represents 'bargaining'."


Kickers & Quests

What should happen next? What in this key helps drive the action of the game forward and keep play from stalling out? What solicits the players to action and fills them with desire to keep playing?

"The innkeeper tells visitors of the quest to slay the dragon."

"The goblin attacks if not presented with the password within 30 seconds."


Potential Player Actions

The core element of roleplaying is the actions the players take. How does the key give the players fuel to come up with cool actions without dictating what those actions should be? This typically isn't something written directly, but it does inform how all the other listed elements get written.

"These unattended barrels are about to be brought into the impenetrable castle that the players want to sneak into."

"The ogre guard is a well-known alcoholic, unable to turn down a drink. In a nearby location there's a keg of double-strength rum--strong enough to knock out even an ogre."


Unanswered Questions

What elements of the key are unstable situations teetering on the edge of two or more possibilities? What powder-kegs exist? What are the Hegelian contradictions inherent in the current status quo? What are the parts of the setting where the players can have a meaningful impact on the world?

"The mercenary has been hired by the cruel king, but their last two payments were skipped. Do they stay loyal or betray their employer for better opportunities?"

"The ailing king believes in order, duty, and justice, but their heir is a hedonistic and irresponsible sociopath. Do they pass their crown along to them, as tradition demands?"

"The cult leader preaches a better world of love and peace but callously throws away their follower’s lives."


Mechanical Details

What stats do the elements in this key have? What are the monster statblocks, trap damages, and various difficulty ratings?

"Disarming the trap has a DC of 15, triggering it on a failure. Those within 20' must make a Dex Save at DC 13 or take 3d6 damage."

"Goblin: HD1 AC2 M7. 1d6 rusty blade."


Exciting Possibilities

What cool or evocative things might happen when the players encounter the hex? In some ways this is just "Conditional Responses", but the emphasis is on getting the GM excited to run the key more than on actual helpful info.

"If the players destroy the hedge, an army of undead awaken and overrun the world."

"There is a 1-in-100 chance that this opens a portal to hell, sucking everyone present through."


Cool Words

What are some exciting ways to describe what's in the room? When the GM runs the key, what are some words that they can read straight from the key to enhance their description? Or simply words to get them excited about running the key? Contains both the much-reviled box-text and the much-beloved purple prose of OSR darlings.

[insert any box-text from a 90's module you can think of here]

"They judder and fall like an old man escaping from a crashed car, but fast, like skipping low-res recordings. It leaps but has forgotten how to stand. The shaking steps collapse."


The Script

How will the scene of the key play out? What actions does the GM need to make sure the players take? This element is, thankfully, out of fashion and generally should not be included in any stage of prep. It is included here only because it is a common element found in many written modules.

"After the players agree to accept the quest, they exit the city via the west gate and have the following exchange with the gate guards: ..."


IRL Props

What solid objects or digital images can you actually give or show your players to help them visualize the key?

Art of the monster that lives in the room.

A fake newspaper handout, which contains clues relevant to the mystery.

An actual fake medal that the players get presented with at the same time it is presented to their character by the king.

Background music to set the tone.

Conclusion

Every one of these elements is something that may need to be invented by somebody at some point in play--either by the author as they write the module, the GM as they prep it before play, or the GM as they improvise it mid-play. The questions are: for a published module, which elements are best explicitly provided within the module's text itself and which should be left to the GM? What are some trade-offs being made when deciding which elements to provide and how to provide them? What are some useful ways of thinking about these elements as you choose which to include?

I'll be wrestling with those questions in my next post!


Saturday, May 13, 2023

RPG As System -- Taking My Shot At Ron Edwards

I’ve been getting more into System Theory lately, and Luhmann’s takes on social systems more specifically, and it’s inspired me to take a shot at systematizing exactly what goes on during a session of a RPG. This is going to be fairly zoomed out, and probably a lot less immediately applicable or prescriptive than a lot of existing models of RPGs floating around out there.


I’ll also note that this definition intentionally casts a wide net--it also encompasses activities like improv comedy and childrens’ make believe. If you want to call this a theory of collaborative storytelling (collaborative imagining?), then that’s okay. I’m going to call it a theory of roleplaying games as a shorthand, though, since that’s going to be my main focus.


I’m going to start with a general description of how this theory views RPGs, breaking them into three main parts, going over each of them in brief before going deeper and deeper into the sub-parts that make them up.





What Is A RPG?


A RPG is a group of Players engaging in the shared creation of a Shared Imaginary Space--a shared image of a fictional world that the Players all hold in their heads and contribute to together. However, because each Player’s mind is a closed system, the only way they can contribute to the SIS is through Artifacts of Play--spoken words/character sheets/etc--which act constantly to synchronize their mental images, maintain the stability of the SIS, and allow for its evolution. Playing a RPG is a process of constant synchronization between Players’ mental images and constant negotiation wherein the group collectively offers contributions to the SIS, which must then be either accepted, rejected, or mutated, generally through a pre-agreed upon system.


Let’s take a closer look at each of those three main concepts.


After describing each major concept here, I will provide a few concrete examples. For the most part, during this segment, I will stick to the most ‘traditional’ modes of play--games with a clear GM and player divide, often based in fantasy and combat. Later, we’ll get to lots of play examples to dissect that are full of ambiguity and novel configurations, but for now let’s keep things as mainstream and recognizable as possible.


The Shared Imaginary Space


The Shared Imaginary Space is the central focus of the RPG--a fictional world/narrative/situation that the players collectively imagine and contribute to. The Shared Imaginary Space is inherently a contradiction--in reality each player holds an entirely different mental image of the game’s space, and the SIS exists more as an ideal that must be constantly worked towards than as a reality. That process of constant synchronization generally happens invisibly, but is absolutely vital to the maintenance of a Shared Imaginary Space; the moment that the players can not come to an agreement as to what “really” is happening within the Shared Imaginary Space the RPG has, definitionally, stopped functioning.


The Shared Imaginary Space within this model encompasses all of the things about the game and world which are collectively known to the players. This includes the Fiction, the world and events that the players are collectively imagining. I am also placing the game’s System within the SIS--the process by which contributions to the Fiction are presented and contradictions are resolved. The System itself is split into two sub-sections, the distribution of Authority throughout the players and the Rules that the players have collectively agreed to operate under. Ambiguously part of the SIS is the game’s Metacommentary, communally shared thoughts that are about the game but are neither Fiction nor System.


The Fiction of a RPG is the story, situation, or space being created through the act of play. This often includes a cast of characters, the passage of time, a story being told, etc, but such features are not definitionally required--The Quiet Year does not feature traditional named characters, for example. What is consistently true about the Fiction of a game, however, is that it is made up of a collection of Facts about the world, each contributed by one or more players.


Common Examples of Facts

Pretty much any fact about the world being created that would make sense from the point of view of a character within the world would qualify.

The identity of characters: “Howard is an Elven mercenary who hates goblins and fights with a bow.”

The actions of characters: “Howard asks the innkeeper about the rat cult.”

Information about the situation at hand: “There are ten zombies in the room. The closest is ten feet away from you.”

Information about the world: “Ten thousand years ago the Rat God was slain by a host of angels.”


The System of a RPG is the process by which those contributions are either integrated into the Fiction, and to a lesser extent the process by which contradictions that are discovered within the Fiction are resolved. On some level, every RPG uses the same system--one player makes a claim about the Fiction and the group then decides to either fully accept that claim and integrate it into the Fiction as a new Fact, reject it, or mutate it in some way--changing it before accepting it as Fact. In practice, however, most RPG groups find such an ambiguous method lacking in support and structure, and choose to adopt collections of communally agreed upon procedures to assist in this process.


Many games distribute Authority, or the ability to control specific parts of the Fiction, unevenly among the players and process--the classic example of this is a game in which all but one players each control the actions of a single character, and the remaining player acts as a Game Master who controls the rest of the world, while a rules document modifies this Authority in specific situations and dice rolls complicate Authority through the introduction of randomness. 


This distribution of Authority helps facilitate long-term play by making sure that there is always a process for resolving disagreements over whether to accept a player’s contribution or not--it, in theory, gives the final authority on whether to accept a contribution or not to a single player, to avoid stalemates that would threaten to grind the game to a halt. The distribution of Authority acts as a lubricant to help the process of contributing to the Fiction flow more smoothly and with less time spent consensus-building. That said, this Authority is on some level a contrivance--at any time any player retains the ability to object to any contribution they find objectionable enough; imagine a situation in which one player’s character dies in a particularly unsatisfying and unfair manner and the table rises up in objection and demands the event be rejected.


Common Examples of Authority

The Authority to dictate the actions of a character: Mike can dictate what Howard the elf thinks, says, and does.

The Authority to dictate the state and actions of the world: The GM can dictate the actions, forms, and histories of all non-player characters, as well as the world itself.

The Authority to invoke mechanics: The GM can dictate what is an appropriate time to make a skill check.

The Authority to resolve rules disputes: The GM declares “We’ll go with Mary’s reading of the rules over Mike’s”.


Authority is further modified by the adoption of Rules, a list of constraints and procedures the group has collectively chosen to use. These often come in large part from a Rulebook (Dungeon & Dragons 5e, Fiasco, RIFTS, Apocalypse World, etc), but also include any rules agreed upon by the group. These Rules can either be Hard Rules, part of an informationally closed system of mechanical numbers, tags, and operations used to resolve specific situations, or Soft Rules, which are more conventions that the group either explicitly or implicitly sets for itself on matters such as setting, fairness, acceptable content, and tone.


Hard Rules are what most people think of as RPG mechanics--they relate to the State of the game, concrete Facts that can be recorded as data and manipulated with logical or mathematical operations. State includes common RPG concepts such as Hit Points, Ability Scores, Skill Ratings, Traits, Movement Speed, position on a grid, Initiative Score, etc, and Hard Rules are the operations that use or modify these Facts such as attack rolls, taking damage, skill checks, taking a turn, expending a resource, etc. These Facts and operations often have a loose connection to the Fiction--they usually (but not always) correspond to elements within the fiction (Hit Points vs how injured a character is), but don’t necessarily exist as a concept within the Fiction itself.


Hard Rules exist as in a parallel stream to the Fiction, both affecting each other, and both usually attempting to synchronize, but they are ultimately separate systems. Generally, an event within the Fiction (a player character attacking a goblin with a sword) will be recognized as having a specific Rule that covers it (an attack roll) and play will dip momentarily out of the Fiction layer and into the Rules layer as the players resolve the operation. Typically the operation both modifies the State (the goblin loses HP) and also contributes to the Fiction (the PC’s sword strikes the goblin and draws blood). 


The existence of Hard Rules and State are arguably the dividing line between a Role Playing Game and other methods of collaborative storytelling such as Improv Comedy or Cops & Robbers.


Common Examples of State

Numeric Character Sheet Data: “Howard has 12 hit points and a Strength rating of 12.”

Character Tags & Options: “Howard is a Ranger. He has the Fast Feet trait.”

Operations that respond to occurrences within the fiction: “When you attack someone, roll 1d20 and add your Attack Bonus Rating. If you beat their Armor Class your attack succeeds and you proceed to the Roll Damage step.”

Situational information that plugs into the above: “The goblin is standing at position X:10, Y:5 on the combat grid.”



Soft Rules are agreements constraining the players that lack the hard computational forms of Hard Rules--things like social conventions, common sense, and expectations for setting, tone, content, fairness, etc. Some of these are explicit, either coming from a Rulebook (setting expectations) or from discussion among the players (discussions beforehand about the type of game people want to play), but many are implicit--there are endless norms surrounding play that are unstated but generally understood within a social group (players should do what’s fun and not what’s boring, players should act fairly towards other players, players should not be sexist/racist/etc, and so on).


Soft Rules do not typically have procedures tied to them, but they do shape and restrict play in a more organic fashion, by informing and aligning the types of Facts that the players choose to accept into the Fiction. Soft Rules both keep the Fiction more coherent, by establishing beforehand what types of play are expected, and also help to make the process of contribution more structured and less ambiguous for the players--they help to send a message that if your contribution aligns with the rules, it will likely be accepted by the other players without significant need for negotiation.


Common Examples of Soft Rules

Norms related to what is an appropriate contribution to the fiction: “No depictions of torture or sexual assault”, “Don’t make contributions that grossly violate common sense or verisimilitude”

Tone expectations: “This is going to be a spooky horror campaign”, “This takes place in the real world, so elves don’t exist”

Implicit common-sense norms: “Keep things interesting”, “Players should not defecate on the table”

Creative Agendas: “This campaign is going to be all about moral challenge, so please take that side of play seriously and engage with it thoughtfully”



Rules exist to set expectations within a group and to give players more predictability and structure to their play while lessening the amount of time spent consensus building; a set of commonly understood rules allows players to make contributions to the Fiction and know that they are almost assured to be accepted to the group with no pushback, while also allowing them to strategize and engage in conflicts with other players (usually the GM) while assuring that their actions will be meaningful--if they were to fight a goblin, the winner of the fight will generally be determined by the strategies used, dice rolled, and stat sheets of each character rather than by one player simply declaring that they win or by a contextless coinflip.


An important quality of both types of rules is that they are collectively known--this is the reason that I place them within the Shared Imaginary Space. The process of adding new rules or editing existing rules is not dissimilar to the process for adding to or editing the Fiction--changes can be made by group consensus both at the start of play when choosing what Rulebooks, norms, and house rules to incorporate, and also in the middle of play, if a situation arises that the current rules are not handling to the group’s satisfaction.


A game will inevitably accumulate Metacommentary, collectively shared thoughts that are neither Fiction nor System. This includes table talk and strategizing--Players discussing what they should do next, discussing how they feel about how the game is going so far, etc. Metacommentary is different from the other parts of the SIS in that it does not go through the same process of consensus approval that the rest of the SIS does. It is useful for coordinating play and can have great impact on the way the rest of the SIS is perceived by the Players.


Common Examples of Metacommentary

Reactions to the gameplay: “That was cool!”

Planning & strategizing: “On my turn I’ll cast Sleep on the goblins.”

Negotiations over contributions: “It doesn’t make sense that the NPC would do that, and here’s why”

Clarifications of confusion and contradictions within the SIS: “Wasn’t that NPC dead?” “No, you’re thinking of another NPC with a similar name.”



The Players


The Players are the group of people who are engaging in playing the RPG. Each of them has their own Personal Imaginary Space, the version of the Shared Imaginary Space held within their own mind. Their PIS is made up of Facts already incorporated into the SIS and their own personal Headcanon, a mix of the ideas they use to bridge the gaps in description provided by the SIS and their own not yet stated contributions to the Fiction. The RPG is driven by their Desires, what they hope to get out of play, their Strategies, their plans and intentions, and their Histories, their lives outside the scope of the game. Through play they have an Experience, which may or may not fulfill those or other Desires.


Because each Player’s mind is a closed system, the Shared Imaginary Space exists more as a goal to work towards or a dynamic than as an actual existent thing--it exists instead as a series of Personal Imaginary Spaces, each existing in the minds of one of the Players. These Personal Imaginary Spaces are constantly synchronizing through play, and in a functional game are able to stay close enough to each other in shape that a Shared Imaginary Space is able to exist on a practical level. As Players generate Artifacts of play--such as verbal statements or filled out character sheets--the other Players perceive these Artifacts and use the information contained within in order to stay more or less on the same page as the other Players.


This process is imperfect, of course--if one Player describes a scene, two other Players are very likely to have two different mental images of the scene described. Is one character’s hair brown or red? How close are they standing to me? What does a space vampire look like? The Players will contribute their own Headcanons, filling in the gaps in description that naturally occur. These Headcanons are generally ever-changing, updated as additional details are described or as clarifying questions are asked, and can easily turn into full-fledged Facts as the Players act off of them in creating their contributions to the Fiction.


When two Headcanons are revealed to differ, the group must decide which one to accept as Fact--a process usually handled by Authority, although if there’s a general consensus that one Player’s idea is more compelling than another’s it may be accepted even if contributed by a Player without Authority in that area.


It is common for a Player to have ideas of what’s going on within the portion of the Fiction that they have Authority over that they have not yet communicated to the other Players--this is also an element of Headcanon, although it is much less fluid and ever-changing. For a non-GM Player this might include things such as a character’s thoughts, emotional state, or backstory. For a GM this might include the setting prep they did before the session, the truth behind mysteries, and ideas for homebrew rulings.


Artifacts that have not been shared with and accepted by the group also have more to do with Headcanons than the Fiction--be it a character’s backstory written on the back of a character sheet that nobody else has read or a keyed map kept secret from the other Players by the GM.


Common Examples of Headcanons

Unstated character thoughts: “Howard is angry right now”

Imagined gaps between descriptions: “When I think of Mary’s character, I imagine someone with brown hair”

Behind the scenes parts of the fiction: “The true murderer of this murder mystery is the butler.”


Play would not happen if it were not for the Desires of the Players--the productive force that motivates them to join together and decide to hold a RPG session. This force can take countless forms and may be different for different Players, but it is the thing that provides the players with the energy needed to actually organize and carry out play.


Importantly, the Desires that motivate a Player to begin a RPG session may or may not line up with what they actually get out of the play--a Player who thinks they enjoy RPGs due to the opportunity to perform system mastery may actually enjoy them because of the excuse to spend time with friends, or a Player who comes to a RPG session with the Desire to learn what RPGs are may quickly replace that Desire with the Desire to see their character’s story play out. Desires are explicitly what motivate a person to play, not the value the Player gets from the game in practice.


Common Examples of Desires

Roleplay Desires: “I want to pretend to be a cool elf with a big sword.”

Mechanical Desires: “Now that I’m level five I can finally cast Fireball.” “I spent a long time optimizing my build and now I want to put it to action”

Narrative Desires: “I want to see what happens next”

Social Desires: “I want to hang out with my friends”

Non-Play Desires: “I am a professional Actual Play podcaster and I want to be able to pay rent”

Habitual Desires: “I play RPGs on Fridays”

Vague Desires: “I’ve heard RPGs are fun, I should try one some time”



As a Player plays the game, they naturally form their Strategy--their relationship to the SIS and their intentions for how to contribute to it in the future. You can think of this as a sort of local Metacommentary, the thoughts the Player has about the game.


Strategy can have significant overlap with Desire--what one is planning to do next and what one wants to do are often one and the same thing.


Common Examples of Strategies

Tactical Strategies: “Next turn I’m going to cast Sleep on the goblins”

Narrative Strategies: “I’ll use our victory to convince the king to back our struggle”

Relational Strategies: “I like the NPC gnome bartender” “I think the Fireball spell is overpowered”



Each player has a History, the thoughts and experiences from their lives that they bring to play. This encompasses literally everything that has happened to the players before they sat down to play, but the most relevant parts of it are elements such as their preconceived notions of how the real world works, their expectations for how fictional worlds existing within a certain genre work, their personalities, their past experiences, their ability to use language, and so on.


When players make contributions to the SIS, and also when they decide whether to accept or reject another player’s contribution, they are drawing from their personal History for context and inspiration.


Some Examples of Histories Impacting Play

Knowledge Histories: “As someone who used to live in Arizona, let me describe the desert you’re walking through”

Genre Expectation Histories: “As a fan of Conan novels, I’m expecting the game world to look this way”

Reaction Histories: “As someone with arachnophobia, I hate that you’re making me fight a giant spider”

Opinion Histories: “As a socialist, here’s what I think we should do to the king”

Ability Histories: “As someone who can speak English, I’ll use English to contribute to the SIS”


The Experience of a Player is what they are actually getting out of roleplaying--the pleasure, fun, frustration, boredom, memories, social bonds, etc that they might gain through play. This can be quite varied, depending on the shape and environment of play. If the RPG is to replicate itself--that is, if the Players are going to continue playing--the Experience must maintain or create Desires in the Players. This may be accomplished by fulfilling existing Desires, failing to fulfill existing Desires, creating new Desires, or any other similar process that ends with the Players Desiring to play more sessions.


Common Examples of Experiences

Fulfillment of Desires: “I’m having fun pretending to be an elf”

Discovery of Desires: “I want to beat up this goblin”

Neutral Experiences: “I am imagining what this goblin looks like”

Emotional Experience: “I am happy that we saved the unicorn” “I’m bored”

Physical Experiences: “I picked up a die and rolled it.”


This theory is not especially interested in prescriptive descriptions of RPGs, or of reducing the shapes they might take into completed lists, but I figure I should probably take a moment to address where Fun fits into this theory. It is my strong opinion that fun/pleasure/fulfillment for some subset of Players can be found in just about any moving part of this theory. There is pleasure to be had in the fulfillment of pre-existing Desires, but there is also pleasure to be discovered in exploring the tension between the Fiction and Hard Rules, or in building up Headcanons, or in speaking in a funny voice as you generate Artifacts, or in system mastery, or in watching a story unfold, or in the physical act of rolling dice, or in any of infinite other spaces. This theory is a bit too zoomed out to engage with fun too directly, but it is my hope that in taking such a zoomed out view of RPGs unexplored spaces that fun could be found in might be discovered and worked within.


Artifacts of Play


If the Personal Imaginary Space of each Players exists only within their own mind, how do the Players communicate their visions and create the consensus needed to support a Shared Imaginary Space? They do so through the creation and use of Artifacts of Play--all of the communicative acts and props used during play. These include Utterances, ephemeral spoken word contributions to the SIS, as well as Records, physical recordings of the game State or Fiction, Rulebooks, documents brought into the group that were created outside of play that the Players collectively agree to adhere to, and Randomizers, processes that exist outside of the Players which can create unexpected results. Also acting upon the process of play is the Environment, everything that is not the RPG.


One of the first steps of play is the creation of the game’s System. This process may be small to the point of invisibility, as in the case of a child’s game of Cops & Robbers, but for most RPG groups it begins with the choice of which Rulebooks to use. Rulebook is a blanket term for any Artifact that contains a bundle of Rules and Facts that has been created before play began--its most usual form is a written document.


Common Examples of Rulebooks

System Rulebooks: The Dungeons & Dragons 5e Player Handbook

Content Rulebooks: The D&D 5e Monster Manual

Setting Rulebooks: The 5e D&D Spelljammer setting guide. A module such as B2-Keep on the Borderlands

Homebrew Rulebooks: A list of homerules or a blog post a group agrees to hold to before play

Tone Rulebooks: The art inside the Vampire: The Masquerade rulebook, which subtly guides player expectations and implicitly sets up Soft Rules



The majority of play is made up of a process by which the Players make a series of contributions to the Fiction and State of the game. When those contributions are ephemeral, such as made via spoken word or pantomime, they are Utterances, and when they create lasting documentation, such as a character sheet adjustment or chat log, they are Records. Both behave in fundamentally the same manner--a Player presents the contribution to the group and it is either accepted and added to the Shared Imaginary Space, it is rejected, or it is mutated and changed in some way before being accepted.


Some Example Utterances & Records

Narrative Utterances: “I open the door”

Systemic Utterances: “I use a luck point to reroll that result”

Records of State: The stats written down on a character’s character sheet

Records of Narrative: Notes a player took on what happened during a session

Shared Records: The location of minis on a grid battlemap

Records of Utterances: A video recording of a session of play


For example, let’s say that a Player says that their character opens a door. The contribution may be accepted by the group--the door is now open within the Fiction. It may be declared by the GM or the other Players that there is no door and that the character does not try to do this thing--perhaps the Player forgot that the door was kicked off its hinges earlier in the scene and so this would cause a contradiction if accepted. The GM could also modify the action, by saying that the character attempts to open the door but finds it locked instead. They could also invoke or create a Hard Rule operation to modify the action unpredictably by having the player roll a six sided die plus their Door Opening skill rating and have different outcomes based on the result of the roll--on a 4+ they open the door and on a 3- they find it too stuck shut to open.


Any such technique that uses inputs from outside of Player’s intent to modify the process by which the Shared Imaginary Space is added to is a Randomizer. These Randomizers add unpredictability to the events of play, either by creating the possibility that a player’s contribution is not fully accepted, or by making contributions of its own. Randomizers generally plug into the Hard Rules part of the SIS, and can be seen as a sort of semi-Player, offering up contributions that shape the SIS takes every bit as much as the true Players.


Some Example Randomizers

Success Randomizers: Rolling dice to see if an action succeeds or not

Narrative Randomizers: Rolling dice against a table to see which random event happens

Non-Random Randomizers: Letting the player who can grab a token off the table fastest win initiative

Other Randomizers: Drawing a card from a deck, flipping a coin, rock-paper-scissors, guessing which hand is holding a token, asking an AI chatbot for ideas, etc



The Environment is a catch-all term for everything that is not the process of playing the RPG. It includes things such as the room that play is occurring in (if it is happening in person), the non-RPG topics that have been on the minds of Players, the social dynamics between Players, the snacks on the table, the moon, non-RPG table talk, the history of human civilization, and literally everything that is not the game itself. While it does have an impact on the manner that play occurs--a swelteringly hot room may drain the energy from play, personal enmity between players may impact the player Desires and contributions--it is not part of the RPG itself.


Unclassified Thoughts


Rulebooks, and the fact that they are often not read in full by all (or often, any) of the Players, can create a strange dynamic where there are elements that are both within the Shared Imaginary Space (they are written in the Rulebook, which has been added to the SIS) and simultaneously not within the SIS (nobody knows about them because nobody has read/remembers that part of the Rulebook). A more common relative of this dynamic is the one where some Players have read the Rulebook and others have not. Similarly, a Record that has been written down but not shared with the group is not truly in the SIS yet and can come to contradict the rest of the game (for example, a Player may make a Rules error when creating their character). All situations create contradictions within the Shared Imaginary Space which must be corrected by Player consensus once the contradiction comes up in play.


The System by which contributions are accepted or rejected from the SIS defaults to a negotiation--a Player makes a contribution and the group must reach consensus on whether it will be added or not. This consensus can be reached explicitly, through discussion, or implicitly, by lack of objection. In simple children’s games, like Cops & Robbers, this may be the only System that exists (this is probably being unfair to children, actually--even within Cops & Robbers there are all sorts of norms and expectations present and developing through the process). This system has a great drawback, however--it is relatively easy for it to come to an impasse; if a situation arises where consensus can not be reached the game simply tears itself apart and can not progress, and for this reason most RPGs have additional Rules and Authorities to lubricate the process.


Player Contributions to the SIS are not only to the game’s Fiction--any Player can attempt a Contribution to the game’s Soft or Hard Rules at any time if they are unsatisfied with the current dynamics of the System. In practice, this process is less common and more stingily reviewed than Fiction contributions mid-play, but it is entirely possible for a player to request a change to Soft Rules (“Hey everyone, can we cut down on the graphic descriptions of gore and violence?”), Hard Rules (“Now that a PC is at 0hp, do you all want to try out rolling on a Death & Dismemberment table instead of our normal system?”), or State (“Actually, can I swap out what Feats I took last level real quick?”).


Some collaborative storytelling playstyles may include only Soft Rules. In improv comedy, there are typically not hard mechanical processes, but there are a series of cultural Soft Rules such as “Say Yes”. Free Kriegspiel has quite a few Soft Rules meant to facilitate play but actively avoids incorporating any Hard Rules. More classical RPGs contain a mix of both Soft and Hard rules, although there are some games not commonly referred to as RPGs that also contain both, such as Matrix Games.


The interplay between Hard Rules and the Fiction is one of the great unique features of RPGs. They exist as two parallel streams, both informationally closed, but both constantly affecting and being affected by the other. Typically, an occurrence within the Fiction will be judged by the Players to activate the conditions for a Hard Rule to come into play. Play will then switch to the resolution of the operation associated with the Hard Rule--a process that may involve a simple binary check (once per day you may take X action), incorporate Randomizers (make a die roll), dip back into the Fiction (gains a +2 when used on a friend), or incorporate additional Player contributions (state your desired effect). The process, once resolved, will then have some impact on (usually) the Fiction and (often) the State, and the normal process of play will resume.


Contradictions can easily crop up within the Shared Imaginary Space, and once discovered must be resolved in order for play to continue. For example, it might be noticed that two differing contributions stating a character’s hair color might have both been accepted by the group--the group must then come to a conclusion as to what that character’s hair color “truly” is in order for the coherence of the SIS to hold. The process for doing this is not significantly different than ordinary contributions to the SIS--Players will simply contribute resolutions until a consensus is reached.


Those Contradictions can most noticeably and easily pop up within the Fiction (agreeing what color a character’s hair is), but they can occur on and between most layers. Soft Rules can easily reach states of Contradiction. Most groups adopt the implicit Soft Rules of "Keep things interesting" and "Players get to choose what their own characters do". If a player is just consistently being really boring, those two Rules create a contradiction and the group has to decide how to resolve it--choosing between letting the play stay boring or do saying "come on, don't do that--do something interesting instead".


This isn't unique to Soft Rules vs Soft Rules contradictions. If an already-decided fight goes on too long the Hard Rules of the combat system can contradict the "keep things interesting" Soft Rule, and it's entirely reasonable that the group may choose to end the fight faster--possibly through dropping the enemy's max hp. If one player has a cool idea for a hook relating to their father being a pirate king, but then they realized that they mentioned offhandedly that their father was a farmer ten sessions ago, it's fair that the Fiction could get into a fight with "keep things interesting" and the group could choose to retcon the Fact of the farmer father. Nothing is immutable within the SIS, as long as the group can reach consensus about changing it.


Existing Theory


If it isn’t obvious from this post's title, this is in large part a response to Ron Edward’s Big Model. I should probably spend a little time talking about how the theories are similar and how they’re different, and why.


The basic structure of the two theories are compatible up to a point. The Big Model posits a hierarchy of nested “boxes” that describe the elements of a roleplaying game session--a Social Contract giving context to Exploration which uses Techniques which manifest as Ephemera. I have some instinctive aversion to hierarchy and I break things into a few more parts, but the gists aren’t especially contradictory. I’m a bit more interested in zooming in on the Ephemera side of play, while he seems to be coming from a more System-centric view. The big split occurs once we bring up Creative Agendas--a force in the Big Model piercing through and connecting all four boxes. Under the Big Model, that Creative Agenda takes one of three forms--Gamism, Narrativism, and Simulation.


Desire (and to some extent Experience) are loose analogues to the Creative Agenda in my system, but there’s a fundamental divide in approach here--the Big Model is meant to be a guide to help designers create systems along a certain set of guidelines--”What should you design?” On the other hand, I’m actively avoiding prescriptive statements with this model--my goal could better be stated as trying to discover “How might one play?” The Big Model attempts to cut down the design space into only its ‘best’ forms, while I’m more interested in discovering untapped veins of potential. Both methods have their value--although I do have to admit that I think GNS theory is an active cognitohazard to aspiring designers and is easily the least interesting idea to come out of The Forge (I do not think this take is especially controversial in the year 2023).


There are elements of the Big Model that I largely ignore such as Character and Color. Again, it makes sense that a system based around assisting actual development would include them as they are usually important to design, but to my mind they are not definitionally important to what a RPG is and so I omit them. I also take issue with the very concept of Color--the idea that you could have Facts contributed to the SIS that have no potential for affecting the development of a situation just seems fundamentally wrong to me. Grabbing and weaponizing seemingly minor throwaway details about a scene is half the fun of RPGs to me.


The concept of the Shared Imagined Space--popularized by Ron Edwards--is obviously fundamental to my model, although I hope I have contributed something to the idea with my contrast between the SIS and Personal Imaginary Spaces and the process by which they synchronize. I also call it an “Imaginary Space” instead of an “Imagined” one because I’m de-emphasizing its objective existence and because it’s easier to say for some reason. I also include System within it because I think System and Fiction are both fluid, prone to desynchronization between Players, and made up via a system of mutual Contribution.


Vincent Baker’s conception of Boxes and Clouds should be fairly obvious as huge inspirations to me, and have a big influence on my descriptions of Fiction and State. I don’t have much to contribute to the concept.


I’ve gotten a fair bit of good feedback from people pointing out sources I should really be engaging with more directly. Once I’ve checked them out I’ll revise this in response.


What’s Next?


Probably my biggest dissatisfaction with this description is that my examples are all (intentionally) uninspired. It’d be fun to do some deep dives into various actual play/actual book examples and try to dissect them using this theory. It’d also be fun to try to imagine some areas of play that haven’t been as explored as they could be, using this theory as a guide.


I should also probably try to use this theory to come up with some methods for trying to create or evaluate “good” play. That’s really not what this theory is about, but it is what people are going to be wanting out of it, so maybe I should take a shot at that eventually.