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    <title>Thoughts About Games - Fiasco</title>
    <subtitle>A personal blog about video games, tabletop games, and critical analysis.</subtitle>
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    <updated>2025-12-15T00:00:00+00:00</updated>
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        <title>Uncommon Resolution Mechanics</title>
        <published>2025-12-15T00:00:00+00:00</published>
        <updated>2025-12-15T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
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  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-uncommon-resolution&#x2F;images&#x2F;maps_and_journeys.jpg&quot; &#x2F;&gt;
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&lt;p&gt;A crucial part of the soul of modern tabletop games is &lt;em&gt;uncertainty&lt;&#x2F;em&gt;. We use it as a way to surprise ourselves and each other at the table, to buck against predetermined stories and foregone conclusions by saying “maybe, just maybe, I could do something unpredictable and get away with it.” It’s what brings the format from traditional storytelling to improvised and collaborative storytelling. I’m by no means an expert or a scholar on this topic, but I’ve been thinking about it lately as I’ve tried to stretch my design ideas beyond well-established techniques.&lt;&#x2F;p&gt;
&lt;p&gt;Those classic techniques have staying power for a reason. Dice and cards are centuries-old tools of randomness and uncertainty and, therefore, excitement. Time-tested as they are, it’s no wonder that they’re cornerstones of tabletop gaming. Things like rolling skill checks or drawing cards to tell us how a proposed action resolves are great ways to stoke our imaginations, lead us to unexpected outcomes, or cause us to reconsider tricky problems.&lt;&#x2F;p&gt;
&lt;p&gt;In story games, we often get uncertainty from each other (sometimes in addition to the above). When it’s my turn in &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;fiasco&quot;&gt;&lt;em&gt;Fiasco&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; by Jason Morningstar, I can choose to establish the scene around my character while leaving the outcome (negative or positive) up to my fellow players to decide. Alternatively, I can &lt;em&gt;keep&lt;&#x2F;em&gt; control over the outcome but be thrust into whatever scene my companions establish for me. Either way, I encounter uncertainty on one end or the other, and further uncertainty arises during the scene itself through the simple act of improvisational scene play.&lt;&#x2F;p&gt;
&lt;p&gt;A great many tabletop games provide players with pools of distinct options to choose from—like a hand of cards, the hexes on a world map, or a table of prompts— in order to lean on players’ ability to mutually surprise one another with their choices (in addition to the art and writing contained in those options).&lt;&#x2F;p&gt;
&lt;p&gt;But we can go further afield than cards and dice. Designer Tyler Crumrine is especially adept at finding uncommon sources of uncertainty to build ideas upon. In &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.possibleworldsgames.com&#x2F;product&#x2F;the-details-of-our-escape&quot;&gt;&lt;em&gt;The Details of Our Escape&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, a hand of dominoes rather than cards provides a unique offshoot of a more familiar kind of uncertainty. Dominoes are tactile in a distinct way from that of cards, and they’re also relational to one another, placed in certain configurations based on their numbers. The dominoes form a shape, a path that traces the journey’s twists and turns, making them a thematically resonant choice in addition to an eccentric one.&lt;&#x2F;p&gt;
&lt;p&gt;In &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.possibleworldsgames.com&#x2F;product&#x2F;beak-feather-bone&quot;&gt;&lt;em&gt;Beak, Feather, and Bone&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, Crumrine uses simple playing cards provide a source of random prompts, but each turn is punctuated by the player selecting and coloring in a building on an illustrated map that accompanies each playthrough. That building is then described according to its significance to the faction within the city that the player controls. They might choose the building based on its shape or size or design or location, but it’ll always be uncertain to their fellow players and it will ultimately intersect with the stories that those players are telling about their own factions. The map functions almost like a table of prompts, in a way, but with visual and spacial meaning instead of words.&lt;&#x2F;p&gt;
&lt;p&gt;Another way to create uncertainty is to build pools of possible outcomes at the table and then either choose or randomly draw from them. In my game &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.itch.io&#x2F;dump-stat&quot;&gt;&lt;em&gt;Dump Stat&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, players provide a set of mad-lib style words (nouns, verbs, adjectives) for the GM to secretly choose from. Those words become the stats that the players are using as they take on challenges and try to figure out what exactly they’re good at. One of the inspirations for this design idea was Tyler Crumrine’s &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.possibleworldsgames.com&#x2F;product&#x2F;scene-thieves&quot;&gt;&lt;em&gt;Scene Thieves&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, in which players each contribute zany props to a big bag at the beginning and then draw one randomly during each scene. The prop introduces a surprising hinge point for the scene that must then be incorporated into the described scenes, but it’s also a perfect fit for the thematic setup (a troupe of actors who are also pulling off a heist behind the scenes): it grounds the story in physical objects and asks players to think about performance and theater craft while also encountering surprising and unpredictable twists, as one expects from a heist story. You could even build entire sentences of narration while drawing from a pool of words at the table, as I encountered &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;kublacon-fall-2025#dreamland&quot;&gt;last month&lt;&#x2F;a&gt; in &lt;em&gt;Dreamland&lt;&#x2F;em&gt; by Jason Bradley Thompson.&lt;&#x2F;p&gt;
&lt;p&gt;If randomness or choice in general are still too boring, tests of real-life skill can be used as a mechanism for generating uncertainty. Some of the most popular versions of this (to my knowledge) use tumbling block towers to simulate mounting tension and eventual catastrophe or release, as popularized by Epidiah Ravachol and Nathaniel Barmore’s horror game &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.tiltingatwindmills.net&#x2F;games&#x2F;dread&#x2F;&quot;&gt;&lt;em&gt;Dread&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; and used in Alex Robert’s much-lauded romance game &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;star-crossed&quot;&gt;&lt;em&gt;Star Crossed&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;This is all exciting and wonderful, of course, and I’m not the only one who feels this way! In fact, Brian Flaherty of Many Sided Media discusses several of these games and more in &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;manysidednewsletter.substack.com&#x2F;p&#x2F;the-rise-of-novel-mechanics-in-ttrpgs&quot;&gt;a newsletter from earlier this year&lt;&#x2F;a&gt;. But what’s even more exciting is that the well surely goes deeper still. I have to imagine that there are all sorts of ways to derive uncertainty, randomness, and inspiration via unexpected materials and mechanics that we haven’t happened upon yet, or that exist in a far corner of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;itch.io&quot;&gt;itch.io&lt;&#x2F;a&gt; that I haven’t yet stumbled upon. And in designing around those unusual resolution tools, we can lean into their specificity and evoke feelings or thematic associations that are uniquely connected to those mechanical ideas.&lt;&#x2F;p&gt;
&lt;p&gt;This notion is something that I’ve begun to dabble with in recent projects. My #promptober game &lt;em&gt;WORD WIZARDS&lt;&#x2F;em&gt; (available in its original form &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.notion.so&#x2F;promptober-Day-2-spells-28072f7a1dab801abe37c40c72c31885?pvs=21&quot;&gt;here&lt;&#x2F;a&gt;, though I’m working on some revisions) relies on a test of skill I haven’t seen used before: spelling words correctly. The game is about spelling bee contestants defeating an accidentally-summoned eldritch monster by using their spelling prowess to create magical effects. With that premise, it’s hard to imagine a game that does &lt;em&gt;not&lt;&#x2F;em&gt; involve attempting to spell words. But since people have very different feelings about spelling, this mechanic risks alienating unconfident spellers. I try to mitigate this in the game&#x27;s rules by building fun outcomes around success &lt;em&gt;and&lt;&#x2F;em&gt; failure, and giving players who failed some control over the resulting narrative, an outlet to turn their mistake into further creative antics. When it works, it means that a game about spelling things correctly can be just as fun and engaging for a player who’s terrible at spelling as it is for a player who wants to flex their spelling skills.&lt;&#x2F;p&gt;
&lt;p&gt;I haven&#x27;t listed every uncommon resolution mechanic I&#x27;m aware of, but I&#x27;m sure there are many more that I don’t know about. If you have a favorite game that uses one, I want to know about it!&lt;&#x2F;p&gt;
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        <title>On Introducing TTRPGs</title>
        <published>2025-09-15T00:00:00+00:00</published>
        <updated>2025-09-15T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-introductions/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-introductions/</id>
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  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-introductions&#x2F;images&#x2F;fiasco.jpg&quot; &#x2F;&gt;
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&lt;p&gt;Nearly a year ago, a friend of mine who lives a couple states away pinged me on discord asking about how to start a D&amp;amp;D campaign with a group of people who had no experience running &lt;em&gt;or&lt;&#x2F;em&gt; playing the game. Being the person that I am, the first question I asked was “is it D&amp;amp;D you want to play? or an intro to TTRPGs more generally?”&lt;&#x2F;p&gt;
&lt;p&gt;Plenty of folks have it in their head that they want to play D&amp;amp;D specifically. It’s the thing that’s in the culture! You can throw a rock in a suburb and probably hit a white guy who knows a thing or two about D&amp;amp;D and wants to run a campaign for you. But this particular person and his particular friends weren’t coming from a laser-focused fandom interest or some other big cultural inroad that I’m aware of; they were simply interested in the hobby in general and seeing what all the fuss was about. I saw it as a chance to pitch some other options that might get up and running faster than D&amp;amp;D, or more easily provide different kinds of tone and setting. He was receptive, and asked for recommendations.&lt;&#x2F;p&gt;
&lt;p&gt;A few weeks later, he bought a copy of Monster of the Week at his local game store, got a group together, and found a willing Game Master (“Keeper”, in Monster of the Week’s parlance). They got together and made their characters, then set the game down with plans to dig in properly in the next session.&lt;&#x2F;p&gt;
&lt;p&gt;They never actually got to pick up those characters. Life interceded and the volunteer GM became distracted by other things. My friend who had reached out to me just shrugged, figuring it would have been better to try something they could play in a single evening. For whatever reason, I felt a bit guilty; should I have directed them elsewhere? Should I have run something for them myself over discord?&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;The hobby is pretty small outside of D&amp;amp;D’s wide umbrella. I always feel a (probably unreasonable) sense of responsibility when I introduce people to RPGs, even just by recommendation. So when my friend came into town this past week, I was delighted when he still wanted to try playing something &lt;em&gt;with&lt;&#x2F;em&gt; me while we could play in person. But I was also determined to get it right, to find something that would make up for the false start he had with his home group.&lt;&#x2F;p&gt;
&lt;p&gt;I put out a few options, including Monster of the Week (I had some pre-generated stuff on hand for a oneshot). But there were only three of us total, and the other player he brought along was similarly new to the hobby. I felt that the occasion called for something that could distribute our attention better than a game with a GM. In the end, they deferred to me to choose. That was where the real fiasco began.&lt;&#x2F;p&gt;
&lt;p&gt;Which is to say: I picked Fiasco, by Jason Morningstar. Fiasco is kind of antithetical to the way that traditional RPGs are popularly played in media that draws folks into D&amp;amp;D (like Critical Role, Dimension 20, etc.). It’s not a game about heroic blorbos at the center of a grandiose plot; it’s a game about normal people who probably kind of suck and are about to have a pretty bad time. It leaves space for so much irreverence and absurdity, and its structure is too simple to get caught up in. I hoped it would be perfect. Amusingly, we ended up playing the Dragon Slayers play set by Logan Bonner, a send-up of fantasy tropes that asks “what happens to the heroes &lt;em&gt;after&lt;&#x2F;em&gt; they slay the dragon?”&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;I&#x27;ve not written all that much about Fiasco, but it’s very near and dear to my heart. It&#x27;s a one-shot storytelling game that invites players to create losers, assholes, and in-over-their-head failures, self-interested people just trying to get a slice of what they think they deserve. It leaves room for brushes with heroism, reconciliation, moments of connection or triumph… but in the end, it’s all going to fall apart. It&#x27;s a game that&#x27;s not about heroes, anti-heroes, or even villains; just regular dipshits getting into trouble they&#x27;re not equipped to handle.&lt;&#x2F;p&gt;
&lt;p&gt;Crucially, Fiasco is built around freeform scene play, providing just enough intrigue during its setup phase (and excellent play sets that add specificity) for the players to build upon. When it’s your turn, you choose between establishing a scene or resolving one. If you establish it, the rest of the table chooses whether it ends positively or negatively for your character. If &lt;em&gt;you&lt;&#x2F;em&gt; resolve it, you let &lt;em&gt;them&lt;&#x2F;em&gt; set the scene, but you get to choose the outcome for yourself. The only other details to think about are your characters, the fiction, and the cards on the table. It leaves players with plenty of mental bandwidth to focus on who they’re portraying (and getting them into more trouble). At times it feels too simple to work, and yet it consistently does.&lt;&#x2F;p&gt;
&lt;p&gt;It’s fun to introduce people to roleplaying games via something like Fiasco, because it tends to get responses like “oh, I didn’t know these games could be like &lt;em&gt;this&lt;&#x2F;em&gt;.” It’s certainly not for everyone, and the sheer darkness of its endings can blindside folks (something I’ve been careless about in the past). But I love how simple and approachable it can be, despite revolving around the daunting notion of freeform collaborative scene play. And who doesn’t love to make up a guy &lt;del&gt;to be mad at&lt;&#x2F;del&gt; and portray their downfall?&lt;&#x2F;p&gt;
&lt;p&gt;I knew I had chosen well when my fellow players and I quickly established a love triangle, an arranged marriage, an enchantment spell, and a bounty hunt. Our chaotic trio consisted of a wealthy aristocrat-adventurer hoping to escape the burden of familial responsibility, another wealthy aristocrat-adventurer desperately trying to sow sympathy and affection, and a bounty hunter whose memory and motives were scrambled by the aforementioned enchantment spell. It was classic, goofy Fiasco fun.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, it seemed like all three of us had a pretty good time. Regardless of whether my visiting friend gives TTRPGs another try with his home group, it’s always an immense privilege to welcome my friends into the hobby. Let&#x27;s play together again soon!&lt;&#x2F;p&gt;
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