Monday, February 7, 2022

No-Win Scenarios Ruin Games (ESPECIALLY Horror Games)

Generally speaking every RPG you ever play needs to have a victory condition of some kind. A "good ending" if we're thinking about it like a video game, or a choose-your-own-adventure book. An ending where you stop the cult, save the princess, defeat the dragon, or whatever other scenario you happen to be faced with. There is a mistake a lot of Game Masters make when they settle in behind the screen, though. Sometimes they make this decision out of a genuine attempt to tell a compelling story with an impactful ending, and sometimes they make it out of spite, or pettiness, but it remains a mistake nevertheless.

It is, in short, putting the players in a no-win scenario... because that's not fun for anyone.

You need some light at the end of the tunnel. Trust me.

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If They Can't Win, Why Are They Playing?


For folks who don't know my history, and who aren't regular readers, I've been playing and designing RPGs for a while. And while I've made content for fantasy games like DND 5E with modules like The Curse of Sapphire Lake and Ghosts of Sorrow Marsh, I've also put together a lot of content for World and Chronicles of Darkness games to help storytellers really bring out the flavor of their settings. Some of my more popular supplements there include Evil Incorporated: 10 Pentex Subsidiaries (for Werewolf: The Apocalypse players), 100 Resources and Rumors to Find on SchreckNet (for the Vampire: The Masquerade lovers), and 100 Strange Sights to See in The Hedge (for all the Changeling: The Lost enthusiasts).

I mention my bona fides because, while this advice doesn't pertain solely to horror games, it is the genre where it shows up most often as a justification.

Trust me, bleakness impresses no one.

So what are we talking about, here? In short, we're talking about games where things don't just feel hopeless, but where they are hopeless. Games where no matter how well the PCs roll, how clever their plans are, or how hard they try there is no scenario where they can hope to really win. They are going to fail to achieve their goals, and most likely die in the process. You've already written the ending, and nothing that transpires is going to change it.

Some folks reading this are likely confused right now, so I will state it clearly. Hopelessness is bad for any RPG, but it is toxic to a horror game. Because if you have no hope of winning, if there is no chance you could do anything to come out ahead, then the horror loses all meaning. The darkness only has weight if you're trying to stop it from claiming the light. If it's all darkness no matter what, it will drown any enthusiasm your players have in relatively short order.

Happily For Now Vs. The Ever-Present Threat


About a decade or so ago I was just getting started in my career as an author, and one of the only clients who'd work with me without a publishing history were smaller romance houses. A lot of them had requirements that stories had either an HEA or HFN ending... Happily Ever After, or Happily For Now. While we all know what the former means, the latter meant that while there might be storm clouds on the horizon and issues left unsettled, the couple had overcome adversity and had found their way into each other's arms for the time being.

For RPGs (and particularly for horror RPGs) we can use the same framing. VEA or VFN... victorious ever after, or victorious for now.

We won... but at what cost?

This ties into the Ever-Present Threat that is part of so many RPGs, but particularly those in the horror genre. Whether it's the Wyrm in Werewolf: The Apocalypse, the True Fae in Changeling: The Lost, or the Great Old Ones in Call of Cthulhu, these games often have antagonists who can't be decisively beaten. You can't just shoot them in the head, stab them in the heart, or recite an ancient spell to slay them... these threats are amorphous. They are beyond the ken of mortals. They often pre-date mankind, and will continue to exist long after its demise. They are perils the likes of which the heroes, whatever their powers, cannot hope to ever destroy.

But that doesn't mean those heroes should be denied their smaller victories. That they cannot carry the battle today, even if that does not win the war. That is key to making this whole story work.

Take Call of Cthulhu for example. The players cannot kill Cthulhu. They cannot snuff out Yog-Sothoth. The idea they could even wound a creature like Nyarlathotep is unthinkable. But that shouldn't be the definition of victory in those cases. Because there are things the players can do, and that will make a difference for the time being. They can stop the ritual meant to take place during the planetary alignment, for example, rescuing sacrifices and ensuring an enemy cult has to wait another 85 years to try again. They can kill a wizard who's been stealing bodies to try to become immortal, ending his spree of murders. They can ferret out agents of the Mi-Go and either destroy them, or drive them off. They can ensure that dangerous artifacts are placed somewhere safe, or that deadly grimoires are burned to ashes so no one can learn the dread knowledge within them.

Players can achieve lowercase "w" wins in these games. Not only can they, they should achieve them in order to keep their spirits up. To keep them ready for the next challenge, and interested in the next session, the next mystery, etc. Because while there will always be another monster in the dark corners of the earth, or another dark cult trying to renew an ancient pact, there should be things they can achieve. Things that will allow them to be victorious for now... but tomorrow there will always be something else.

You Need Light To Make Dark Shadows


Have you ever been in a game where you had to deal with an NPC who was just all around unpleasant? A nasty person who had no redeeming qualities, and who you would gladly kick down a flight of stairs if you could get away with it? Imagine that NPC being bitten in half by a dragon, and the Game Master expecting the party to be sad about it. It just doesn't work, because that's not the emotional tie that was created. In order for that death to be meaningful and impactful that NPC would have to be friends with the PCs. They would have to feel protective of them at best, and to actually like them at the very least.

The same thing happens when it comes to the balance of hope and grimness. Because if players experience nothing but frustration, with victory always being snatched out of their grasp, that's going to kick sand onto the fire of their enthusiasm. You need to feed that fire with little victories, and to show them that they can win. Because the potential to fail only means something if it isn't the default state... if you had a legitimate chance to grasp victory, but you failed.

More GM Advice


If you liked this and you want to see more, check these out:

- 100 Tips and Tricks For Being a Better Game Master: Pretty much what it says on the tin. This supplement collects some of the best GM tips and tricks off this blog and presents them in a simple, easy-to-utilize fashion... useful for any game!

- Why Game Masters Should Understand Dread, Terror, and Horror: Speaking of running better horror games, this post was surprisingly popular. It illustrates the kind of specific language that can make a horror game more enjoyable, and examines various concepts from different angles.

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5 comments:

  1. I disagree with this article 100%.
    The ENnie nominated game "Ten Candles" disagrees with this article.
    The ENnie-winning RPG Delta Green disagrees with this article.

    ReplyDelete
    Replies
    1. I'm not entirely sure that Delta Green "disagrees" with the article. I've participated in a number of one-shots and short term campaigns run by the creators and developers at Gen Con, and our groups always technically "emerged victorious" in those sessions. Not in the long run, of course, but the article doesn't invalidate that in the face of games like Werewolf: the Apocalypse or Call of Cthulhu, etc.

      I do agree, though, that Ten Candles flies completely in the face of the argument being made here. I would actually love to see the author directly review Ten Candles, particularly if done so through the lens of this / from the perspective of this article.

      Delete
    2. From DG creator Dennis Detwiller's Patreon article on "The Feel of Delta Green":

      Here we go...
      Delta Green is about dissolution and lack of control.
      This right here is a very tough one for new players to get. It’s not necessarily about slaying some monsters, collecting some loot, and watching your character advance mechanically as in the standard RPG paradigm; in fact, in many ways, it’s the opposite.
      In Delta Green, you are often slain by the monsters, if you collect some loot, it’s likely life threatening, and your Agent falls apart mechanically over time.
      This is a huge hurdle for anyone coming into the game to overcome, but it’s what makes the moments of victory (as narrow and rare as they are), sing. Without the danger, death, and dissolution, you don’t get the joy at the table that comes from an exceptionally lucky outcome — the Agent that manages (just) to send the howling thing back to the void. This bleakness is what makes the amazing feelings that rise out of Delta Green games happen.
      When I see this go wrong, it’s pretty bog-standard. The Agents are Rambo and Titus Crow and Ash from Evil Dead rolled into one. The Handler steers dice rolls to favor the players because they are fearful that if they let the dice call the outcomes, the players will lose interest and feel cheated. The ironic part here is this point of view is completely inverted. Endlessly overcoming threats with no lasting damage makes those victories feel cheap and flimsy eventually. Always getting the outcome you want makes the game feel boring. There’s no reason to feel fear if you know your Agent will always come out on the other side. Trust me.

      Delete
  2. Maybe I'm in the minority, but I feel like there can be something cathartic or even weirdly healing about playing through a no-win scenario. When I taste loss or defeat in a game, real life doesn't seem so fearful

    ReplyDelete