The Parable of the Toaster | When "It's a Player Issue" is no excuse

stonehead

Explorer
A man works as a product designer making kitchen appliances. His latest project is a toaster. It's efficient, it browns the bread perfectly, and it doesn't use up too much counter space. There's just one problem. If someone sticks a knife into it, the toaster painfully shocks them.

The man says, "You shouldn't stick a knife into a toaster, everyone knows that." But he's still fired. Good toasters have shorts to prevent them from shocking you. They have features to prevent bread from getting stuck in the first place, so that you never need to stick a knife in it. A good designer knows that the end user will misuse their product.




The parallels to ttrpgs should be clear, but I'll elaborate anyway. This idea spun out of this thread, and it deserves its own thread. When facing criticism against a system, it's pretty common to see counterarguments of the form "that's not a system problem, it's a gm problem" or "if your players are trying to get an advantage like that, they're playing the game wrong." Just don't stick a knife in the toaster.

Balance is a good example. It's great if a group all decide to make equally competent characters. When player A chooses a relatively weak class, player B voluntarily picks lower attributes to compensate. Basically no group does that though, and the game system has no control over whether or not they do. If DnD had a 1st level spell called "Kill anyone" that lets you kill anyone you can think of, you could defend this choice by saying that a player picking the crazy overpowered option is a player problem. If they were cooperative, they would build characters balanced with the rest of the party. It would be much better though, if that spell didn't exist in the first place.

This is especially worrying when it ignores player incentives completely. If a system rewards players only for killing enemies, they're going to resort to combat more than they otherwise would. If it gives out some metacurrency reward for betraying the party because it adds drama, the players are going to betray each other more than they otherwise would. If your bread keeps getting stuck in the toaster, you're more likely to use a knife than if it never got stuck. You are not immune to incentive structures.

Now, the original argument is still technically true. No system is good enough to protect against a sufficiently dedicated problem player, and a perfectly aligned group can have a fun campaign in even the worst of systems. But I'm not a perfect player (and I suspect you all aren't either). Games need to be made with imperfect players in mind.




The distinction between "problematic behavior" and "honest mistake" is also not clear. It's easy for us super-diehard fans to overlook, but most people don't browse forums discussing rpgs. Plenty of them don't even read the GM advice at the front of their core rule book. What's common knowledge to us, is not common knowledge to the vast majority of players. If an rpg wants to appeal to a market wider than superfans on rpg forums, they need to fail gracefully when played by normal people.
 

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When I was growing up, I was taught some very specific things that helped me to be the person that I am today.
  1. You don't tug on Superman's cape,
  2. You don't spit into the wind,
  3. You don't pull the mask off the ol' Lone Ranger, and
  4. You don't get Blackrazor or Whelm without going through White Plume Mountain. (But you can have Wave. Nobody swims or uses tridents, anyway.)
In other words, knives are just the third-party/homebrew solutions everyone knows to bring for your toaster-world setting.
 

While i agree overall, and this is a great writeup on the question, I gotta say that sometimes player behavior is more analogous to turn the toaster on its side to heat up an object outside the toaster. There is no reason to design around that sort "this device isnt made to even trh to do that" kind of misuse.

Do not design around toxic players, or even powergamers unless powergamers are the specific target audience. You will make a less good toaster just to stymie the absurd actions of an appliance hacker.
 

While i agree overall, and this is a great writeup on the question, I gotta say that sometimes player behavior is more analogous to turn the toaster on its side to heat up an object outside the toaster. There is no reason to design around that sort "this device isnt made to even trh to do that" kind of misuse.
For sure, sometimes that's the case. No systems should try to accommodate a player trying to create nitroglycerin in medieval fantasy (something I actually encountered once) or stealing the party's equipment while they sleep then skipping town and changing their name.

But the things in the linked thread were things like "self-compelling into starting a fight" and "the GM having bounty hunters follow you across the Weird West because of your hunted complication." That seems like normal behavior. Fishing out your toast with a knife, not using it as a heater.
Do not design around toxic players, or even powergamers unless powergamers are the specific target audience. You will make a less good toaster just to stymie the absurd actions of an appliance hacker.
This is kind of what I'm talking about. What constitutes a powergamer and what constitutes just playing the game normally is going to vary between groups. Is dumping int on a barbarian powergaming? If you choose an overpowered multiclass option without knowing that it's overpowered powergaming?

The easier it is for a powergamer to destabilize a campaign, the easier it is for an honest player to accidentally destabilize a campaign. If a designer can keep the system balanced without compromising the core tenants of the game then it's better to do so.
 


The man says, "You shouldn't stick a knife into a toaster, everyone knows that." But he's still fired. Good toasters have shorts to prevent them from shocking you. They have features to prevent bread from getting stuck in the first place, so that you never need to stick a knife in it. A good designer knows that the end user will misuse their product.




The parallels to ttrpgs should be clear, but I'll elaborate anyway. This idea spun out of this thread, and it deserves its own thread. When facing criticism against a system, it's pretty common to see counterarguments of the form "that's not a system problem, it's a gm problem" or "if your players are trying to get an advantage like that, they're playing the game wrong." Just don't stick a knife in the toaster.

Meanwhile, a third party artisanal toaster designer releases a new toaster that is literally an open flame. Users are directed to sit around it and hold bread near it with a stick. It is praised by the Old School Toast community.

Another toaster is released that is a 10W laser covered in anime stickers. Bread is placed on the far end of the room and fired at until brown. Everyone in the room is required to wear safety goggles when in use. It is hailed as ingenious innovation and given an award for artwork.

I know this isn't exactly the intended message of the parable. But the story reminds me of how differently we judge RPGs based on what we want from them, not what they were designed for.
 
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Meanwhile, a third party artisanal toaster designer releases a new toaster that is literally an open flame. Users are directed to sit around it and hold bread near it with a stick. It is praised praised by the Old School Toast community.

Another toaster is released that is a 10W laser covered in anime stickers. Bread is placed on the far end of the room and fired at until brown. Everyone in the room is required to wear safety goggles when in use. It is hailed as ingenious innovation and given an award for artwork.

I know this isn't exactly the intended message of the parable. But the story reminds me of how differently we judge RPGs based on what we want from them, not what they were designed for.
I was just thinking about this line of reasoning in the published adventure module thread. People have a hard time differentiating the fact they dont like toast with the actual ability of a toaster to make toast. It can be hard to determine if the person simply doesnt want toast, or if the toaster functions based on their comments.
 

For sure, sometimes that's the case. No systems should try to accommodate a player trying to create nitroglycerin in medieval fantasy (something I actually encountered once) or stealing the party's equipment while they sleep then skipping town and changing their name.

But the things in the linked thread were things like "self-compelling into starting a fight" and "the GM having bounty hunters follow you across the Weird West because of your hunted complication." That seems like normal behavior. Fishing out your toast with a knife, not using it as a heater.

This is kind of what I'm talking about. What constitutes a powergamer and what constitutes just playing the game normally is going to vary between groups. Is dumping int on a barbarian powergaming? If you choose an overpowered multiclass option without knowing that it's overpowered powergaming?

The easier it is for a powergamer to destabilize a campaign, the easier it is for an honest player to accidentally destabilize a campaign. If a designer can keep the system balanced without compromising the core tenants of the game then it's better to do so.
At the same time, if countering powergaming (regardless of the hypothetical accidentally coffeelock or whatever) costs the game damn near anything in terms of general fun or any important specific design goal, it is not worth it. It is better to let the game breathe than to stifle it because some people will break the game.
 

The following articles seem relevant here:

GD Column 17: Water Finds a Crack - 1. Given the opportunity, players will optimize the Fun out of a game.
Designing for Evil - 2. Designing for Evil

I'm not trying to equate the "powergamer" to "evil" but a lot of the same lessons should apply. When designing a system, be it a game, a website, or a toaster, it is useful to look at ways in people will try to "break" the system, either via "optimization" or via "malice" and try to design in such a manner as to stop the worst of the breaks, then resign yourself to the fact that humans are infinitely clever and will still find ways to break the system - the best you can hope for is to stop the worst breaks.
 

Powergaming isn't a game design issue, it's a recognized play preference. The old WotC survey revealed it and Robin Laws' book explains how to handle that play style.

I grew up - like most kids - playing all kinds of games. Cards, jacks, hide & go seek, board games, sports, blahblahblah. And there was always someone trying to cheat or at least exploit gray areas in the rules. It has always been and will always be that way and no amount of game design ingenuity can overwhelm a clever player. I became a power-gamer myself so that I could better deal with them at the table, thus I fully understand the mentality - and it's design-proof. Once you have rules, people will figure out how to bend them.

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