TTRPGs

TTRPGs

Yesterday, we played another session of Daggerheart. I realised how much I love Table Top Role Playing Games. In my mind, it is truly the best way to spend some time with friends, without running out of things to talk about. And I made some notes for myself.

The strategic element (if one chooses to have it)

Some game systems provide strategic elements, which also scratches an itch for players and the GM alike. Some folks love the crunch of strategic thinking; which also makes some elements of role regular board games spill into TTPRGs1.

Not being a nice GM2

What was interesting to me, even though I objectively knew, was the case, is that it is more fun when I am hard on players who are invested. It is imperative that I make it easy for my players to get into the game, but even more important is that I do not hold back when it is important not to hold back. If a character is about to die in the hand of robbers, they should be able to sense the danger, and might as well die. It creates a sense of motivation from some players who are otherwise not very engaged.

The accessibility

Even though Daggerheart, as a game system, is somewhat complicated, there are game systems that are just two dice and two people. Even just two people can play it on a flight, with a little notebook, or even just a phone. It is also possible to play with oneself, with just their notebook. What can be better than be able to inhabit another world while waiting for a flight to land, or waiting for food.

Preparation and investment

As much as it is not my job as a GM to help a player get invested in the world or their character, there are helpful things one can do. If I, as a GM already have a story beat planned, and it is not working for my players, that story beat is gone. Editing is my most powerful tool, I should not get too invested in my idea of how the story should go, and I should be able to drop my ideas at a moments notice. This not only keeps my creative juices flowing, but also gives my players a second chance in getting invested, by giving them back some agency indirectly. If they do not want to go and fight a monster, they should not have to.

The endless stream of imagination

But what I really love about these games is its' ability to give players agency. The game's engine only serves a rather specific purpose, to help the story teller or the GM resolve situations that is fair and reasonable. But the players, can pretty much do whatever they want, within reason. This creates an exceptionally powerful & engaging loop. A loop where players are gambling with the intents of their characters. Someone wants to do something completely wild, they can, if their dice say so. Makes for crazy stories. They can inhabit the world and create their own stories, as they see fit.

All in all, this is collaborative storytelling at its finest, and I cannot wait to recruit more people to inhabit my worlds.


  1. TTRPG: Table Top Role Playing Games. ↩︎
  2. GM: Game Master ↩︎