Worlds of Design: What Did You Expect?

This is about expectations, not for yourself as a GM, but what you expect from players.

This is about expectations, not for yourself as a GM, but what you expect from players.

photo-1594652634010-275456c808d0.jpg

Picture courtesy of Unsplash.

"Disappointment resides in the gap between expectations and reality." - Tom Bodett

Let's discuss a topic not directly tied to game development that nevertheless affects game design and GMing: expectations. Not expectations for yourself, or what other people expect from you, but what kind of game your players expect to play.

When Things Don’t Work​

We all know someone who complains when things don't work the way they expect them to work. That's a road to frustration, because not everybody thinks the way you do and not everybody has your preferences. This applies to game designers in all their forms, whether they are product designers, programmers, or game players. So naturally, not everybody does things the way you expect. In short, you can’t expect players to behave a certain way.

I think of game designers who, after their game is published, see someone playing a certain way and say, “that's not the way I intended it.” But what counts is what the rules say (or the way the game is programmed), or maybe players have found a method that is within the rules or takes advantage of the programming (an “exploit” or “glitch”?)! Inevitably some people will not act as you expect them to. One reason why we playtest game prototypes is to discover unusual ways players find to exploit the rules or programming. Then we have the opportunity to change the game to prevent that exploit, before it is released.

“That’s not how I intended” can only be mitigated by signaling your intent through clear rules. A robust game can survive when people find unanticipated methods, but in some cases the rules must be changed when an egregious loophole makes the game unplayable.

Playing to Lose​

It’s not just about what you intend, though. Players play for many different reasons, some beyond what you might think. For example, can you even expect players to try to win (in games where winning is even possible)? The desire to win is pretty normal for one- or two-sided games, but what about games for more than two sides?

I had a student who said his brother played games to help someone else win. And my younger brother says he plays to make sure I don’t win! Stewart Woods wrote an entire doctoral dissertation (now a book, Eurogames: The Design, Culture and Play of Modern European Board Games, 2012) based on a Boardgamegeek survey that showed that for many people playing to win was not their motivation.

Reiner Knizia, he of the hundreds of published non-war games, said, “When playing a game, the goal is to win, but it is the goal that is important, not the winning…” Yet many people do not play to win in multi-sided games.

Which leads to how a designer or GM handles player preferences if there isn’t a unified understanding of how to play a game “the way it was intended.”

Player Preferences in RPGs

In tabletop role-playing games specifically, we’re in a land of uncertainty. Insofar as RPGs are “simulations” of an entire world, entire lives, there’s a lot more possible motivations for play than in a board game. But this is why a target audience is a necessary part of game design. You cannot possibly satisfy all gamers, at best you can do well for a largish subset.

In RPGs there’s the big dichotomy of those who play in a more or less competitive way vs. the opposition, a game, and those who are playing what amounts to a storytelling mechanism. Can an RPG satisfy both? D&D 5e tried. If it succeeded, the great popularity of D&D and the sheer size of the game helped a lot.

But there are many other dichotomies in play (see "Great Dichotomies" of RPGs) It’s virtually impossible to make one game that can accommodate all of these, though a GM can certainly skew play one way or another. This is why a GM will benefit from vetting new players before they join the GM’s campaign; whatever the campaign is like, many prospective players may not care for it.

Even different editions of the same game can differ drastically. Earlier editions of Dungeons & Dragons relied more on cooperation and henchmen/hirelings, with a gradual shift to empowering individual characters as each edition evolved, until everyone shared the spotlight as the hero.

Avoiding Disappointment​

Given these drastic differences, you can see that if a designer expects certain behavior from players, but does not make it clear what the target audience is, disappointment will sometimes result. Session zeroes and other pre-game communication helps, but that’s an intersection of the GM building on the game designers who wrote the RPG rules to bridge the gap between what the game can do, what players want to do, and what the GM wants to do.

Even asking players outright is no guarantee, as some players new to the game may not even know their preferred style. In tabletop role-playing games, where anything is possible, this might mean the only way a group understands their expectations is to play the game together first.

Your Turn: How do you try to make sure that prospective players for your GMing are within your target audience?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
I play solo! I'm never disappointed.

I no longer GM for groups because most players do not want to engage with the setting I created. They just want to sit down and roll some dice at the end of a busy week at work.

When they play Star Wars, LOTR, Aliens and The Expanse they are engaged because the setting is internalized.
 
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MarkB

Legend
Several times, when I say to non-RPG-playing colleagues that I played a D&D game last night, or went to an RPG convention for my vacation, the question I get in response is "Did you win?" Which seems like such a non-sequitur when it comes to playing an RPG that I was never sure how to respond. Sure, we like to succeed at goals when playing, but when you're not competing with anyone, is "winning" even a concept that applies?
 

In game design sometimes you see games where the designer assumed players would make characters that were multi dimensional and balanced, but the game falls apart when a power gamer just focuses on one thing, typically combat. They spend all 100 character points on raising there dex and firearms skills, then take every social disadvantage they can to boost it even higher.
 

payn

I don't believe in the no-win scenario
I tend to enjoy one shot and organized play. It allows me to experience a lot of different play styles and personalities. Once I have figured out a person's taste, then, and only then, ill engage in a long campaign of play.

I love how a lot of game seem to be coming out that develop around an expected experience. They are emulating their source material. For a good amount of time TTRPGs were all generic world sims, and this is good for emulating a genre generally, but its poor for delivering a specific experience. I think both are important; the right tool for the job. YMMV.
 

Micah Sweet

Level Up & OSR Enthusiast
I think most play would improve if game designers were explicit in their design and play intentions in the actual text of the game, instead of just laying it out there so it has to be deciphered or, worse, intentionally obfuscating it so as many people as possible buy your game, whether it's a good fit for their playstyle or not.
 

Theory of Games

Storied Gamist
This is about expectations, not for yourself as a GM, but what you expect from players.


Your Turn: How do you try to make sure that prospective players for your GMing are within your target audience?
I make sure prospective players of games I GM (1) want to play a tabletop rpg, and (2) want to play the tabletop rpg I am running. This way I always hit my target audience (y)
 

GMMichael

Guide of Modos
In game design sometimes you see games where the designer assumed players would make characters that were multi dimensional and balanced, but the game falls apart when a power gamer just focuses on one thing, typically combat.
This was one of the surprising outcomes of my game design for Modos 2. I aimed to make each of three attributes symmetrical, and one result is that physical combat optimizers can fall woefully short when faced with mental or metaphysical conflict. Whether or not the game falls apart depends on the what sort of challenges the GM chooses, and whether the other PCs embrace an optimizer's narrow focus.

I think most play would improve if game designers were explicit in their design and play intentions in the actual text of the game, instead of just laying it out there so it has to be deciphered or, worse, intentionally obfuscating it so as many people as possible buy your game, whether it's a good fit for their playstyle or not.
The latter sounds like a very real corporate perspective here: it's better to have more revenue and less player satisfaction than less revenue and more satisfaction.
 


dbm

Savage!
Supporter
I have a cheat’s answer - I have a stable group who have been playing together for decades so we know each others preferences well. Many of them have become cliches or in-jokes by this point!

On the other hand though, I am also planning to introduce some of my work colleagues to TTRPGs since they have expressed an interest. In this case my plan is to ask them to tell me their top-three books / films / TV shows to get a better idea of their tastes and interests. As long as they are not fully at odds with each other I am confident I can find something that should fit with their combined interests.

I will also give them a bit of a meta-briefing on the theme or genre we are aiming for to help set their expectations. I’ve seen this go wrong even with my regular group when we play a game that is a bit off-piste for our normal play-style.

For example, one of our players always plays fighter-types, barbarians or the occasional enchanter. When we were playing Firefly and a bar fight broke out his character went straight for his gun since that was his best attack; but fist-fights are a genre-staple for Wild West style games so this just spoiled the fun for everyone else in that scene so we had to call a time-out and wind-back slightly.
 

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