Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs

It literally means “map and key”. Of the sort that you find in adventure modules.
I'd say in these contexts it means a little more than that.

Scripted might be a better generalized description there - but even that is only halfway there. The other half is that in RPG context it implies guessing the right action to take to get the result you want.

An example for @Micah Sweet : if you want to find the exiled noble you won't find him until you search the forest of Greenleaf. That's map and key. There's established fiction in the DM's notes for where the exiled noble is and players must 'guess' where on the map he is.

I don't think it really does a good job of explaining traditional play, but that's the gist of it.
 

log in or register to remove this ad

I'm not completely sure what it means, actually. It looks like another one of those jargon phrases that someone starts using and everyone goes along with it.

1676222766505.png


1676222811825.png


1676222919633.png


Prepped play space keyed with the situations and obstacles that play will be about.
 

One thing I dislike about the term map and key as a criticism of mainstream play is that mainstream play treats 'finding things (people, items, locations)' as an obstacle to be overcome via roleplay and not via guessing as the criticism presupposes.
 


One view I have on this, which I don't want to put forward with too much vigour, is that a given RPG played differently by different groups can well amount to different games. It's possible that is what you were encountering if speaking primarily of personal gaming preferences.
If this is true, then analysis of games is legitimately impossible. It would be like two different audiences changing whether a film is a documentary or a comedy.

Beyond normative statements (which you are not making, right?) I feel like there is no "objective" criticism of any mode of play.
Surely there must be some, though? Even if someone holds that you cannot ever objectively criticize a creative work (a position I do not hold, to be clear), surely we can at least recognize more or less successful technique and implementation. Hence my focus, in all conversations of this type, on the goals or purposes to which a game is set and how effective the game is at achieving those purposes. I see this as equivalent to critiquing the grammar and diction of a written creative work, or critiquing the sound design and camera angles of a cinematic creative work, etc. People speak all the time of (for example) games getting better at making effective cutscenes, with improved camera work, better vocal delivery, more effective emotional impact, etc. Such statements are meaningless if we cannot ever speak of these techniques as improving. One need not like or value the message to recognize that it has been well-executed.

True "High Gygaxian" old-school D&D isn't for me. It's too combative, competitive, violent, lethal, amoral, and anti-narrative for my tastes. But I recognize that it contains some incredibly brilliant, and highly effective, game design decisions which support these intended purposes. Those purposes aren't ones I value, but they are purposes that people value, and the game's design is very good at supporting those purposes.

I think the similarity provides contrast, in that no RPG is solely pre-authored. Ongoing authorship is at the heart of all RPG. That's more a technical definition than value judgement.
While that is fair, we have an excellent example of the same thing in video gaming: MMORPGs. The RPG element is obviously related. But these games also run into the same situation, where the initial story writing never extends far enough to cover the whole lifetime of any game that lasts more than a couple expansions. And we have seen that this, too, can be executed well or poorly. World of Warcraft fairly clearly had its original story arc from "vanilla" (base WoW) to the end of the second expansion, Wrath of the Lich King. Things got rough from there on out, and there were several controversial expansions that clearly didn't land well and weren't well-executed, most notably the expansion before current, Shadowlands, which proved the last straw for a large chunk of the playerbase.

Conversely, Final Fantasy XIV has clearly been in a renaissance of sorts, despite having run out of initial written story material by the end of the relaunch's first expansion (numbered "3.X" because the original 1.X release was eliminated and replaced by the rebuilt 2.X version, A Realm Reborn.) The authors managed to craft a solid, satisfying story and then, unusually for an MMO, actually gave that story a clean and definitive ending. They're currently telling a shorter, more contained story, which will also conclude, then start a new story arc in the next expansion, 7.0 (which we don't know the name of yet.)

Again, I don't mean to import any "X game is good, Y game is bad" here. I played WoW for several years, I still miss some of it. I currently play FFXIV, and certainly love it. But we can look at the execution of both games and see important things. We can see how WoW slowly lost its way, how it became focused on the wrong things and neglecting the execution of critical elements (e.g., how the UX was neglected because the modding community existed.) We can see how FFXIV jumped in quality when they contracted with a radio-play voice acting group, how they have improved their cinematography through camera angles and sound cues and environmental storytelling, how they learned to do more with the expressions and motions of the charactera in order to make more effective emotional impact, etc. (I could give more specific examples but it would be massive spoilers!)

This is not to say that WoW does nothing right. It has deep lore that people care about deeply. Blizzard brings its A-game when it comes to major cutscenes and it shows. Other games can't do that, and leveraging that difference is a big deal. My point is simply that we can look to the technique, to the design, of games and critique it, even when we cannot critique the creative content of games.
 

Sure, but it's apparently being applied to all gaming of a certain style, module or not.

I’d say it’s being applied to the kind of game typified by the use of a map and key. Where a questions such as “is there a chest in this room” or “how long is this corridor” or “how many goblins are there” and so on are answered by consulting the map and key, or perhaps slightly less formally, the GM’s prep.

I'd say in these contexts it means a little more than that.

Scripted might be a better generalized description there - but even that is only halfway there. The other half is that in RPG context it implies guessing the right action to take to get the result you want.

An example for @Micah Sweet : if you want to find the exiled noble you won't find him until you search the forest of Greenleaf. That's map and key. There's established fiction in the DM's notes for where the exiled noble is and players must 'guess' where on the map he is.

I don't think it really does a good job of explaining traditional play, but that's the gist of it.

I’d think “scripted” would carry unwanted connotations of railroading and the like. And honestly, map and key seems pretty on the nose.
 

Comparing D&D and PbtA is like comparing a GSX-R750 to a Civic, both great at what they do, and both will get you there, except totally different, and with a totally different appeal to different people.
 

I’d say it’s being applied to the kind of game typified by the use of a map and key. Where a questions such as “is there a chest in this room” or “how long is this corridor” or “how many goblins are there” and so on are answered by consulting the map and key, or perhaps slightly less formally, the GM’s prep.



I’d think “scripted” would carry unwanted connotations of railroading and the like. And honestly, map and key seems pretty on the nose.
Grrrr, there's not a single word in RPG discussion without baggage.
 

One thing I dislike about the term map and key as a criticism of mainstream play is that mainstream play treats 'finding things (people, items, locations)' as an obstacle to be overcome via roleplay and not via guessing as the criticism presupposes.

Map and Key is not meant to be a criticism of mainstream play. It is meant to be a description comparing it to just in time scenario design built to address thematic / dramatic needs.
 


Remove ads

Top