Back when Dungeons & Dragons was new, the designers and most of the players were wargamers. Typical adventures involved threats to the player character's lives and possessions - their money and magic items. As the hobby has grown, more of the participants are not wargamers, and many campaigns must find other ways to create tension, or abandon tension entirely in favor of linear stories or other means. People refuse to have their painstakingly-crafted characters killed.
". . . a good campaign must have an element of danger and real risk or else it is meaningless - death walks at the shoulder of all adventurers, and that is the true appeal of the game." Gary Gygax
Add to this players who have learned from video games that games never really threaten you – in video games there is always the save game or the respawn, and if your avatar is killed you just come back to life and go pick up your stuff and continue on as though it never happened. These players may not like a game in which their virtual lives can truly be threatened. Unsurprisingly, there's a large segment of video gamers who blame the game if the player fails.
The question arose recently on a LinkedIn group of what GM's can do to create tension other than threaten the physical well-being of characters.
Threatening not only the possessions of characters but also their status or well-being in their community may work. While this may be more acceptable to some than having their avatars' lives threatened, it still runs into the very strong loss aversion that is common in the 21st century. (Loss aversion: people's strong tendency to prefer avoiding losses to acquiring equivalent gains.)
The difference might be that if (say) there's a status track that reflects how much the community trusts the player character, even if the status goes down it's easy to see how it can go back up. It's more generic than, say, destroying the player's favorite magic wand - that wand is never going to come back. The game/campaign also must make whatever statuses are being tracked just as important as magic items and money.
But this still involves the threat that something will be taken away from a player's character, and therefore from the player.
The key to the popularity of Eurostyle tabletop games is that players are on a clear progression from less to more - as contrasted with games where players progress from more to less (as in Chess and all its variants, Checkers - and a great many wargames). Players never lose anything, never have anything destroyed or stolen, hence loss aversion is not involved.
The contrast can become not who keeps or does not keep something, but who progresses faster and who slower, even as everyone is assured of progression. This is the way computer RPGs work, again because your character cannot fail in their tasks, and even death rarely slows them down.
RPGs already have progression in the increasing capability of the character, whether that comes from leveling up, or more skills and feats, or more magic items and money, or something else such as prestige and ownership of land. But the early RPGs all threatened loss of something. How do we structure an RPG, or for that matter any adventure, so that players' loss aversion is not activated?
I don't have a lot of ideas here because, to me, games should always involve some sort of conflict (I strongly dislike Eurogames, which are usually parallel competition puzzles, not games). Conflict implies the possibility of loss. Without the possibility of loss or failure, what tension can you put into a game?
There's a spectrum of what most of us call "games" from a game as a tense challenge at one extreme to a game as an "experience," often a story, at the other extreme. Traditionally, stories required tension, required conflict as a major element, but nowadays stories without that tension have become more popular (also think of "walking simulator" video "games"). Thanks to the visual element that has become more and more important as time passes, video games are better able to provide an experience, although tabletop video games can come close when players have sufficient imagination. (Imagination is a disappearing commodity, but that's a topic for another time.)
I have always been content with threatening what the players possess, whether that's the physical well-being of their characters or their possessions (especially magic items and money). But I came to RPGs from wargaming, just as Gary Gygax and Dave Arneson did.
Perhaps readers can suggest how to structure RPGs without loss aversion, yet without turning the "game" into a story told by the GM that the players merely follow.
contributed by Lewis Pulsipher
". . . a good campaign must have an element of danger and real risk or else it is meaningless - death walks at the shoulder of all adventurers, and that is the true appeal of the game." Gary Gygax
Add to this players who have learned from video games that games never really threaten you – in video games there is always the save game or the respawn, and if your avatar is killed you just come back to life and go pick up your stuff and continue on as though it never happened. These players may not like a game in which their virtual lives can truly be threatened. Unsurprisingly, there's a large segment of video gamers who blame the game if the player fails.
The question arose recently on a LinkedIn group of what GM's can do to create tension other than threaten the physical well-being of characters.
Threatening not only the possessions of characters but also their status or well-being in their community may work. While this may be more acceptable to some than having their avatars' lives threatened, it still runs into the very strong loss aversion that is common in the 21st century. (Loss aversion: people's strong tendency to prefer avoiding losses to acquiring equivalent gains.)
The difference might be that if (say) there's a status track that reflects how much the community trusts the player character, even if the status goes down it's easy to see how it can go back up. It's more generic than, say, destroying the player's favorite magic wand - that wand is never going to come back. The game/campaign also must make whatever statuses are being tracked just as important as magic items and money.
But this still involves the threat that something will be taken away from a player's character, and therefore from the player.
The key to the popularity of Eurostyle tabletop games is that players are on a clear progression from less to more - as contrasted with games where players progress from more to less (as in Chess and all its variants, Checkers - and a great many wargames). Players never lose anything, never have anything destroyed or stolen, hence loss aversion is not involved.
The contrast can become not who keeps or does not keep something, but who progresses faster and who slower, even as everyone is assured of progression. This is the way computer RPGs work, again because your character cannot fail in their tasks, and even death rarely slows them down.
RPGs already have progression in the increasing capability of the character, whether that comes from leveling up, or more skills and feats, or more magic items and money, or something else such as prestige and ownership of land. But the early RPGs all threatened loss of something. How do we structure an RPG, or for that matter any adventure, so that players' loss aversion is not activated?
I don't have a lot of ideas here because, to me, games should always involve some sort of conflict (I strongly dislike Eurogames, which are usually parallel competition puzzles, not games). Conflict implies the possibility of loss. Without the possibility of loss or failure, what tension can you put into a game?
There's a spectrum of what most of us call "games" from a game as a tense challenge at one extreme to a game as an "experience," often a story, at the other extreme. Traditionally, stories required tension, required conflict as a major element, but nowadays stories without that tension have become more popular (also think of "walking simulator" video "games"). Thanks to the visual element that has become more and more important as time passes, video games are better able to provide an experience, although tabletop video games can come close when players have sufficient imagination. (Imagination is a disappearing commodity, but that's a topic for another time.)
I have always been content with threatening what the players possess, whether that's the physical well-being of their characters or their possessions (especially magic items and money). But I came to RPGs from wargaming, just as Gary Gygax and Dave Arneson did.
Perhaps readers can suggest how to structure RPGs without loss aversion, yet without turning the "game" into a story told by the GM that the players merely follow.
contributed by Lewis Pulsipher