My favourite RPG books do their work in three distinct stages:
GRAB: Get the reader excited to play the game and
make it an easy sell to players.
PREP: Give the GM what they need to get ready to play.
PLAY: Make it easy to play the game once you get it to the
table.
In short, they help the person who bought the book to make
the game happen.
WHAT FAILURE LOOKS LIKE
I've got plenty of books on my shelf that fall down at one
of these stages.
GRAB: Books that just don't get me excited.
These don't last long. Sometimes a game has neat parts but is a tough sell to
players, often lacking an easy hook to use in the pitch.
PREP: The classic is the book that reads fantastically, but
you can't quite see how it actually translates to a session, or the amount of
work required to prep feels overwhelming.
PLAY: Books you get to the table, with a group of excited
players, but there's either something lacking or, more commonly, the rules
themselves get in the way of the fun.
I'm not all that interested in the eternal "what is a
game?" debate. I'd rather identify the RPGs that seem most effective at
making the game happen, enabling actual play instead of sitting on a bookshelf.
WHAT SUCCESS LOOKS LIKE
GRAB: Anything with evocative artwork. I say this as a
writer who cannot draw at all. A thousand times I've seen people get excited
for a game before they've even read a word. This power shouldn't be
underestimated.
Mothership, MÖRK BORG, Ultraviolet Grasslands.
Anything that just leaps off the page and demands your attention while laying
down a very clear vibe of what to expect from the game. Mothership isn't just an Alien inspired game, but it's useful to have that first hook to draw players in.
PREP: FIST is a great at this. When reading through it the
prep just sort of... happens. Of course it has all those random tables, but the
advice for how to run the game is so clear that just from skimming it I felt
confident I could give it a shot. Cthulhu Dark has a tiny rules section,
then goes into detail explaining how to use each of those rules, then how to
structure your game, and includes a selection of settings to use.
Out of the three sections I think this is the one that gets
overlooked most often. Sometimes it gets offloaded onto supplements assumes you're using an existing adventure module, but I'd always rather see this area covered by the core book
right there alongside the rules of play.
PLAY: 24XX hits both halves of this. Firstly the
rules are so light that they don't get in the way, but secondly the game gives
you a bunch of tables and guidance that can help in those moments of GMing when
you need a prompt or a spark. Oh, you thought we handled all that in prep? Prep never complete! Tables to help improvise NPCs and locations are downright essential
for the way I run games.
I'll never stop saying FIST is great. |
DO ALL GAMES NEED TO DO THIS?
Well, no... but I think these things significantly increase
the chance of the game actually being enjoyed at the table.
That's certainly what I look for in a game, whether I'm
buying it or designing it myself.
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