Blog Post

Seriousity

  • By keithstetson
  • 28 Oct, 2016
There has been talk on the online roleplaying community (i.e. G+) lately about how we signal that games are to be taken seriously. As creators we want our games to be played and to have this happen we need to get them in the hands and brains of their potential audience. How do we tell […]
There has been talk on the online roleplaying community (i.e. G+) lately about how we signal that games are to be taken seriously. As creators we want our games to be played and to have this happen we need to get them in the hands and brains of their potential audience. How do we tell that audience that our game is worth their time?
I think that all of the factors in signaling the worthiness of a game can be broken down into two components: reputation and effort.
Reputation is the easy one to discuss. If you’ve already made games that have been taken seriously it is more likely that your next game will also be taken seriously. Getting to that point is hard, but its effect is obvious. Some of the benefits of reputation can be gained by associating your game with those who already have reputation, either by getting a pull quote from them, having them post an actual play of the game, or recruiting them to write a chapter, playset, character class, etc. Still, this marker of seriousness is hard to obtain and exploring how to will likely result in some circular reasoning rather quickly (e.g. write good games so people will know your games are good).
Effort is the component that you can actually do something about. It is also the more nebulous component, and in fact, I feel the need to clarify it to v isible  effort. If I’ve worked on a game for three years I have clearly taken it seriously, but if none of that effort comes across to potential consumers it cannot affect their decision.
Here is my rule of thumb regarding effort (or apparent lack thereof):
Anything that makes it look like you’ve just dumped your game into the world without a thought or plan is hindering it from being taken seriously.
There are five* markers for effort put into a game. If I were to rank these in order of importance it would look like this:
  1. Length
  2. Art/Layout
  3. Visibility
  4. Kickstarter
  5. Cost
*I’m lying, there are 6. Shhhhh.
The marker for effort that is the easiest to see (and the one I bang my head against most often) is length . Long games show more effort – and it’s important to note I mean effort and not quality. Long games are as likely to be lousy as short games, but they show the author was dedicated and put time into the project and signal that maybe you should, too.
However, I think the signal has led to games with lots of unnecessary filler and vestigial limbs. I have seen many games that should be 20 pages balloon out to 200 pages with setting and background and reference and optional rules that I do not need or want.
This kind of length also, ironically enough, makes a game less likely to get to the table as it requires more of a pre-game investment.
This is one of the reasons I love short games – but short games are also the games most likely to not have had effort put into them! As such, they need as many of the other indicators going for them as possible.
Art and layout are vital to a short game. Both show you care enough to invest extra time or money into the project and also make the game more accessible to its audience. A contra-example of this is Graham W’s game Marinara . This is an incredibly brilliant game that uses food as a bridge to family and feelings. It is, without a doubt, the best of the admittedly few LARPS I have played. But it’s presented as a Google Doc and as such does not have the look of a polished and finalized piece – which is what it clearly is in play. Art and layout would help indicate to the audience that this is a game that should be taken seriously even though these elements would not impact the experience of playing the game one bit.
Art can be such a powerful tool of persuasion that I have backed games on Kickstarter almost entirely based on their art. But this can be a double edged sword if the game arrives and does not prove as praiseworthy as its art.
Another important indicator for a short game is visibility . You need to get your game out there. Run it everywhere you can. Get your friends to run it for you. Ask people to interview you about it. Send beta copies out to wherever you read your RPG reviews. Not all of these are possible for all people and all games, but that’s okay as you don’t have to be doing all of them. But you do need to make sure you do the ones that you can as often as you can. It might be a pain and it might take time, but it indicates that you value your game and that others should as well.
Having the game released via Kickstarter is related to, but separate from cost. Putting a (good) Kickstarter together is work, and doing that work shows you’re passionate about your game. Again, this may indicate quality or it may not. I have backed enough duds of Kickstarters to know the correlation is not one-to-one. But I do think it’s a stronger indicator of seriousness than just putting the product up for sale on DrivethruRPG.
Cost is perhaps the wonkiest of all the indicators. It shows that you’re confident enough in your product to ask people to pay money for it, but that confidence could be based on effort and resulting quality or any number of unrelated factors. In other words, it could be misplaced confidence or some manner of hubris. Thus cost is probably the least effective indicator listed here. (And setting an appropriate cost is a whole separate matter).
There is also one other potential indicator that I left off my list above (and lied to you about) as a wildcard: additional components . This could mean your game is presented on cards, comes as a scout book, is on a scroll, has a companion app, has custom dice/tokens/makers/etc. All of these show additional effort, care, and enthusiasm has gone into the project. They don’t mean that it’s a good game, but they probably mean that you think it’s a good game. I left this indicator off the list as I think its effect varies widely depending on the application and how it melds with the game itself. I could release any game as a set of cards, but certainly not all games would benefit – and some would likely suffer – from this treatment.
As an end note, I feel I should clarify that I am not advocating anyone doing these things. This piece is written from a descriptive rather than prescriptive viewpoint. Adding these components won’t (necessarily) make your game a better game, but in my experience doing so will make your game one that people are more likely – rightly or wrongly – to take seriously.
By Keith Stetson May 14, 2024
God's Gonna Cut You Down has been featured on Paul Bleakley's incredible Indie Game Reading Club. Paul took the game through its paces and created a beautiful example of play. He also turned his analytical mind to the workings of the game and made some very good points about the game's inspiration and its play. Check it out!
By Keith Stetson October 23, 2018
Over the weekend I had the good fortune to be a guest at Gauntlet Con 2018, the annual (and perhaps soon twice annual!) virtual convention run by the fine folks at the Gauntlet community (if you don't know about the Gauntlet yet, you've got some research to do). I ran Seco Creek, as I am wont to do. It was a super fun, if atypical playthrough. Our John Gammon couldn't make it, and I'd never run for that particular mix of four PCs before. We also had two former lovers in the mix - a new record! I think the tone ended up being a little lighter than usual, but I certainly wouldn't call the ending happy. Check it out for yourself!  
By Keith Stetson July 13, 2018


If you know me, you likely know I love Epidiah Ravachol’s sword and sorcery RPG Swords Without Master and have run and played it dozens of times. Based on a suggestion by Michael Miller, I decided to take my relationship with Swords to the next level and run three interconnected sessions of if at the recently concluded Dexcon. My pitch was as follows:

Swords Without Master; "Anthology" by Dig a Thousand Holes Publishing; presented by Keith Stetson. An INDEPENDENTLY PUBLISHED GAME - Part of the Indie Games Explosion! Sundered from us by gulfs of time and stranger dimensions dream ancient worlds and ancient tales. Take up sword and staff, pen and ink, and inscribe your own tale in the Anthology. These stories written on air will be composed by us over a series of three linked gaming sessions. Play one session to play a short story; play them all for the full Anthology.

While we did roll Jovial several times, Glum predominated as I detail in my after action report.


  • Problems with players getting into multiple sessions.

Each of my three sessions of Swords had four seats at the table. My ideal set-up would have been two folks who played in all three games, one person who played in two, and four folks who popped into one game each. What I had in actuality was one person in two sessions and ten folks who played one game each. Not even close.

Part of this issue arose from the fact I didn’t flag explicitly enough in the description that this was a continuing game. I said it clearly, but the way folks read these descriptions you have to shout. The problem with that is if I shouted too loudly, people would think it was an all or nothing affair, which is leaning too far in the other direction.

Another part of this issue arose from how Double Exposure cons do their scheduling. It’s unique, and quixotic, and well discussed elsewhere. Suffice to say, I had several folks come up to me and say “I signed up for all your sessions and only got into one,” and suchlike.

This situation didn’t hurt our story too much; after all, it was conceived as an anthology. The main problem with how this worked out is I had to teach the game in depth at every session. For a game like Swords that has a serious learning curve, this was draining. Added to the other draining factors (see next bullet point), and I left the con properly soured on Swords. I know, me soured, what?


  • Teaching, then re-teaching, then re-re-teaching...

My paying job is as special education teacher, so I definitely understand that re-teaching is going to be required when any novel concept is presented. What I didn’t understand was that (1) I would have to do more initial teaching than expected (see above) and (2) some folks would be resistant to learning.

I mentioned above there were several draining factors to the Anthology, and the second major one was the players who weren’t playing by the rules. I don’t mean that they were cheating necessarily, just that they couldn’t - or wouldn’t - abide by Swords’ strict narration guidelines. By this I mean taking definitive action and narrating for characters other than their Rogue without tossing the dice, as well as inserting enough slipping and struggling to take chunks of time from the spotlight player. Some folks needed a gentle reminder to not do this; others didn’t stop.

There was a domino factor to this, where folks realized that they weren’t going to get the dice again for a while and when they did they’d be spoken over, so they hung on to narration as long as they could. The only rational response to that for other Rogues was to do that same, and we ended up in a narration escalation. The third game of the con lasted for four and a half hours. We weren’t aiming for speedruns, but I was hopeful to get two tales in a slot, or at least head to the bar early. Instead, I ended up exhausted and empty.


  • The map phase has potential.

When I posted on Google Plus about running the Anthology, Eppy sent me the rules for (parts of?) a new phase called the Chronicler Phase. I wanted to have a map as a touchstone for our Rogues and this phase promised to create one. It essentially works as a Rogues phase, but instead of demands about other players’ Rogues, you make demands about the map. “Draw for us the walking castle of Count Oglethorpe.” “Tell us of the burial practices of the Sky Wardens.” “Define for us the sigil to warn traveller’s of sorcerous routes.”

The phase created a very fruitful map for us that directly influenced our Rogue creation as well as our Tale. However, given how new the players were to Swords, it was a bit of heavy lifting right there at the beginning, especially as the Chronicler Phase has Stymies, Mysteries and Morals that don’t function exactly the same as in the other Phases. Still, I found this a useful procedure and was glad to have it.


  • Both our tales and our tome were compelling.

Despite our difficulties, the big experiment of the Anthology was a success. Each individual session had a (more or less) satisfying tale, and there was an overall arc to all the tales that would make a decent novel.

In session one, we had a griffin Rogue, who had come West to see what was happening to his people’s disappearing eggs. Turns out they were being ground up and snorted for their narcotic properties. That must have been an awkward report to the griffin kings.

In session two, a party went East to griffin lands to patch things over with the griffins. Instead, they poisoned one of the triumvirate of kings and set the two great species on the brink of war.

In session three, another party went East as an advance party for an assault and ended up meeting with all three griffin kings (deceased included), before the purest-hearted of them got a seat on the griffin council and held hostilities at bay… for now.


  • So would I do it all again?

I learned a lot from this experiment: both about myself, and about the game. But ultimately, no, I would not do it again. At least not at a convention where scheduling practices could cause me to have to teach the game so repeatedly. Swords is not simple to pick up, and the process of teaching it over and over left me limp. However, I would certainly run Swords as a campaign given the right group of players. And, you know, given time to recuperate from this experiment!


.


By Keith Stetson December 9, 2017
After the success of its Kickstarter, I've moved Seco Creek Vigilance Committee over to Pledge Manager. Even if you missed the crowd funding, you can still get in before the book goes to press. Retail copies will be available after the fact, but they will be limited, so pre-ordering is a good idea if you're afraid of missing the game.
By keithstetson June 5, 2017
I think it might be game designer heresy to say it now, but there are a lot of amazing things in Dungeon World. One of my favorites is the command to “Draw maps, leave blanks.” At first this seemed counter intuitive to me. If I have a map, I want a map. Full stop, no […]
By keithstetson May 8, 2017
I recently got around to reading The Warren by Marshall Miller. The Warren is a Powered by the Apocalypse game based on rabbit fiction like Watership Down. It has some really elegant design. My very favorite bit – and what inspired this post –  is the Compete move. For those who don’t know (and really, […]
By keithstetson February 7, 2017
I have run Epidiah Ravachol‘s sword-and-sorcery masterpiece Swords Without Master dozens of times. Doing so, I’ve developed a very specific way to introduce newcomers to the game. This is how I do it.   Materials Character sheets Eidolons Two obviously differently colored d6, one glum and one jovial Neophyte’s List of Tricks Glum/Jovial indicators Ritual of the […]
By keithstetson November 26, 2016
There is a class of games that is not “fun” to play in the traditional sense (although I imagine we could argue about what that is), but one still gets something out of playing them. The term may not be precise enough, but I will call those games worthwhile. These games do not offer the […]
By keithstetson February 6, 2016
If you’ve read much of what I’ve written, you probably know that Epidiah Ravachol is one of my favorite game designers and overall people. Furthermore, I am a big fan of the misfit space friends genre of fiction. That’s what makes it strange that it took me so very long to play Vast & Starlit, […]
By keithstetson November 19, 2015
Itras By is one of my favorite roleplaying games in the history of forever.  It does the surreal/absurdist genre perfectly, yet always ends up telling a relatable, human story. I have honed my practice of running Itras By down a fairly concrete set of steps and I thought it would be useful to share it […]
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