Friday, August 7, 2020

Crooked Considerations: #RPGaDAY2020 7 - Couple

I've been doing the #RPGaDAY2020 daily blogging prompts, which this year come in the form of a dungeon map:

RPGaDAY blogging prompts in the form of a classic gridded dungeons and dragons map

Today's prompt is

Couple

On and off over the past decade or so I've run a one-on-one game for my partner. I think the way an rpg plays with one GM and one PC is really fascinating and still an underexplored space. I've taken to calling them "duets", after a series of articles by Kirk Johnson-Weider on RPGnet several years ago.

Part of what is really interesting about duets is the close relationship you build during play. The focus is always on the PC--there are no other players to share the spotlight! It demands full engagement from the single player throughout, and a singular focus from the GM. It is very easy to build attachements to characters when the player-GM relationship is that close, and that leads to some difficulties when gameplay is stopped by PC death or other incapacitation. I think it's what I was trying to capture when I wrote guiding principles for developing Crook and several started with "there is only one player". If the PC dies, there is nobody else to continue the adventure. Even if the player rolled up a new PC on the spot, how would that new PC get involved in an adventure that was driven by the unique narrative of the previous PC?

Most systems assume that there will be multiple PCs. This is a big deal when play is assumed to be heavily combat-based or co-operation based--D&D for example, but really in most RPGs that aren't narrative-led. One way to account for this is to simply adjust the difficulty level. D&D 3 and up has CR calculations that can help; the OSR has Scarlet Heroes' clever way of translating ranges of damage into single digits based on hit dice. It also has the "fray die", which essentially gives the PC a way to taking out low-level baddies each turn for free. This generalizes into giving the PC extra powers, or increasing their power level. Heck, you could just "cheat" and give the player multiple PCs to control, or hirelings and henchmen.

But what if you don't want to change the power dynamic of the PC compared to the game world? I think in general, out of an instinct for self-preservation, most PCs that are on their own will try to avoid combat or difficult team-based challenges. Solo PCs will avoid situations where they could be taken out of play through death or otherwise. And that's not just out of self-presevation, that's to keep the duet game going!

Now that's not to say that the threat of death can't still be omnipresent. Foolish actions can (and if you're playing in an OSR style, should) still lead to dire consequences. But if the PC will be avoiding mortal peril, how else can you bring conflict into the game? I think it can come from risk-reward decisions, moral choices, and consequences for actions which lead to new adventure opportunities. Situations where it's unclear what might happen, and where potential outcomes drive the story further. To borrow from several modern rpg systems, we want the PC to fail forward: failure shouldn't throw up a wall that stops them from continuing, but it could throw up an alternate, more difficult, path.

I think (to clarify my own thoughts here explicitly), I'm saying that "you die" is the same kind of play-blocking as "you fail to pick the lock".

So for Crook, I want to have something that avoids blocking, something that has specific rules for failing forward or success by degrees/with consequences. Something in the realm of games Powered by the Apocalypse and its progeny (Blades in the Dark for sure), or Mouse Guard. Fate Accelerated is quite good for this too! NB these are games where the player is given some more narrative agency over things external to the PC, but I don't think that's strictly necessary to have a mechanic that avoids blocking play upon failure.

SO: In Crook, failing means that things don't go the way the PC wanted (whether that's slightly or catastrophically), but the PC can die only if they really deserve it AND if the player agrees to it.

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