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 tend to stick to somewhat obscure settings, but ones that are very easy to sum up.

For instance, right now we're finishing up a Fading Suns campaign. The setting can easily be described as 'feudalism in space, with a simplified 40k Chaos' enemy. Blam. One sentence as a foundation. Haven't had a bit of an issue.

If you can't nail a setting in a single sentence, don't bother.
 

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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.
Try online. It forever changed gaming for me. I was ready to chuck the hobby a few years ago, after gaming since 1979, and then I tried online as a last, desperate act, and I will never go back again. Good players are plentiful.
 


aramis erak

Legend
This is about expectations, not for yourself as a GM, but what you expect from players.
[snip]
Your Turn: How do you try to make sure that prospective players for your GMing are within your target audience?
For my local group, who shows, shows. It's an open table at my FLGS. when I start to burn on a given engine or setting, I look at what I want to run, pick 3 or 4, and let the regulars vote.

I warn new-to-group that we tend to be a bit digression heavy, and that if a scene gets too triggering, to speak up. I mention that I use a mixture of theater of the mind and using cubes and mini-meeples, specifically so players have to ask if they didn't pay attention, rather than just assume. I also mention that I'll let them know if their action has obvious high risks the character would know, and they can change the action if desired. If I know there's a major risk of triggering, i hand out physical X-cards. My regulars do the rest of the vetting... a player must endure digression bombs, dad jokes, bad jokes, D and B's wild hair actions.

I also stress that I neither go out of my way to kill PCs nor will I save them from stupidity should they engage in it. I've had a number of near and full party kills. What's cost me players more than anything has been that they have work schedule issues, or have left for college.

I've only turned two players away from the table since I started running at my FLGS. Both for being disruptions. One was just generally a disruptive arse. He was actually tossed by the owner.

Another I asked not to come for RPGs; he was there just to socialize; he was clueless about the implied social contract, and so I, and a player who was friends with him, took him aside and explained it. If he comes back, he's expected to adhere to the social contract of RPGing; as long as he does, he's welcome.

I've had two more who decided after a couple sessions they'd prefer a different group; I'm fine with that. If they come back, they're welcome.
 

practicalm

Adventurer
I've tried a couple of different approaches and either I don't have a large enough pool of players or they don't realize I'm serious about the style of game I'm trying to create.

I create summary descriptions of the games I'm willing to run. I discuss what the player goals should be and I try to find players that are interested. This has worked occasionally but the issues usually arise when new players who have their own ideas about what RPGs are (from media, or from D&D podcasts/videos) don't realize I was serious when I said I was looking for people interested in running a game in a magic school where everyone is playing a young wizard (not using D&D) or people who were only slightly interested in The Expanse ended up not that interested in the game.

So matching players to GM can happen at the the GM planning stage (invite people who might be interested in the game you want to run and in session 0 reinforce the type of game you are trying to run.
 

payn

I don't believe in the no-win scenario
I've tried a couple of different approaches and either I don't have a large enough pool of players or they don't realize I'm serious about the style of game I'm trying to create.

I create summary descriptions of the games I'm willing to run. I discuss what the player goals should be and I try to find players that are interested. This has worked occasionally but the issues usually arise when new players who have their own ideas about what RPGs are (from media, or from D&D podcasts/videos) don't realize I was serious when I said I was looking for people interested in running a game in a magic school where everyone is playing a young wizard (not using D&D) or people who were only slightly interested in The Expanse ended up not that interested in the game.

So matching players to GM can happen at the the GM planning stage (invite people who might be interested in the game you want to run and in session 0 reinforce the type of game you are trying to run.
Yes, a lot of folks are not very mindful of descriptions when they try to sign up. Sometimes thats just a person being inattentive and joining for a social aspect or just cause they want a game; any game. I understand now why some folks do applications and interviews and even charge money to play.
 

talien

Community Supporter
For better or worse, I think for players brand-new to role-playing, the only way to truly understand if they're a good fit for the game is to play it. So then it becomes a question of optimizing the time/effort put into these early/experimental games until everyone is comfortable and sure they want to continue playing.

I've learned to give players an out, both for me and them, just so we can allow players to join/leave without massive disruptions to the campaign's narrative. It's not easy to do but it's worth doing it instead of just fighting against it (as I have, with the assumption everyone would be in the campaign forever).
 

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