I wanted to write this post because I’ve been thinking a lot about what I really enjoy in the tabletop roleplaying hobby. I’m trying to get more clarity on the things I really like so I can have a more satisfying experience while playing. I also find it especially helpful to reflect on the sessions that felt miserable and ask myself why I didn’t enjoy them.
Last week I played Dream Askew. It’s a game where you play as members of a queer enclave in a post-apocalyptic world, but in this case, the apocalypse didn’t hit all at once. It first struck the most vulnerable parts of society, while the wealthy and powerful remained largely intact.
We built the apocalypse collaboratively, “writers’ room” style. The game text gives a list of evocative elements, and we picked the ones we liked, then worked all together, sometimes with difficulty, to make everything fit.
We ended up with an Amazonian jungle where our enclave lives in shacks made of recycled plastic. Electricity is scarce and comes from small turbines powered by nearby streams. The enclave is tangled in damp, exposed wires. The jungle is full of a root that, when brewed into tea, lets people share dreams. This has created a serious issue of lack of “psychic privacy,” because people can force their way into others’ dreams… essentially a form of psychic abuse. So a sanctuary was built in the treetops, above where the spores from the root can’t reach. Sleeping there shields you from dream invasions. The sanctuary is run by a character named Charlie, a kind of spiritual leader who oversees the rituals tied to the drug. He’s convinced the enclave that no “outside world” exists, no “intact society” remains.
The other characters were:
Jackbird, a scavenger who keeps the turbines running and trades with increasingly unstable and violent jungle gangs;
Monsoon, highly sensitive to the dream-root and capable of entering shared dreams even without the tea, who’s started building a cult around their dream-realm: some enclave members prefer to live in Monsoon’s dreams rather than reality;
Rutger, a fugitive from a prison-arcology in the intact society, whose arrival threatens Charlie’s teachings by revealing that an intact society does in fact still exist.
Gameplay alternated between high-level “writers’ room” segments where we decided collaboratively what was happening in the enclave, and zoomed-in scenes where we played out specific moments. Each player had a character, but also took charge of a particular “setting element” (like violent gangs, scarcity, the land itself, the psychic maelstrom, the intact society, etc.). Whoever held an element decided how it behaved, but if your character directly interacted with that element, you had to hand it off to someone else, to avoid playing against yourself.
We also decided to assign NPCs to the various setting elements for simplicity. That way, whoever held an element also played the NPCs tied to it. This isn’t part of the game text, just something we added.
The session was fine. But it kinda clarified for me that this isn’t the kind of play I’m looking for. I’ll try to explain what I mean. Maybe it’ll spark a useful conversation, or at least help me better define what I value in role-playing.
(I might misuse some terminology. Feel free to correct me)
The core issue for me was that I never felt anyone truly had a clear grasp of the situation we were playing in. Because the responsibility for the world is fragmented and constantly shifting hands, no one really knows (or is responsible to know) what is going on in the bigger picture. That made the out-of-scene world feel static until it was “lit up” by a scene, and I constantly felt like I was fumbling around in the dark… a bit like a séance with a ouija board, where you only see the next step after you take it and it kinda always makes some sense.
This also made my input feel less impactful. It almost didn’t matter what I said: the group-ouija setup would generate something that “worked” anyway, but not in a way that really felt organic.
For example, I was in charge of an NPC named Jordan, head of the enclave’s armed security. She asked Rutger to take her to the intact society, fed up with the life in the jungle. Rutger agreed, even though she explained it was a horrible place (an idea invented by Rutger’s player; none of us knew what the intact society actually was). Once they arrived, the player holding the setting element for the intact society described a Matrix-style arcology where people live in tubes inside a digital world run by machines.
But that place only “existed” because we decided to go there. It wasn’t part of the setting before that moment. I think that’s part of why my input felt like it lacked weight: because there was no solid context to “push against.” Worse, it felt like no one had a solid enough grasp on the situation for any input to really matter. Our contributions just bounced back like we were throwing things at a rubber wall that adapted no matter what you hit it with, what I’d call “democratized intuitive continuity.”
It’s the same feeling I get when playing with a generative AI: it’ll respond no matter what you throw at it, and sometimes the result is cool, but there’s no underlying organic structure, no clarity about the broader situation (at least, not with current LLMs).
In that session, I also realized that intuitive continuity isn’t limited to the GM, it can also happen when players improvise their characters entirely as they go, starting with no real concept and hoping to discover it entirely through play. That’s subtler, because it only affects one piece (the character, not the whole situation), but it leads to the same core issue: if no one has clarity about the current situation, it’s hard to give meaningful responses. Whatever the other players give you, you’ll just bounce something back that “works,” but without any internal cohesion… because there is nothing to be coherent about!
Over time, you can sort of build coherence through accumulation of outputs, like a GM who improvises enough that they eventually create fixed points in the situation to build from, but it’s exhausting, and often lacks consistency. And honestly, that kind of cognitive effort just isn’t fun for me.
Yes, you can also have incoherence with prep, but it’s easier to avoid and usually doesn’t touch the entirety of the situation. That’s why I believe prepping enough to have a clear enough situation has value. If both the situation and the characters have some initial prep behind them, we start play with boundaries and constraints that help shape our authority, while honoring what’s already there.
That’s when inputs feel impactful to me. If I throw something at you, and you have to bounce it off your prep and your constraints (rather than just making something up that works), I feel that my input matters. I’m not saying everything has to be prepped 100%. Sometimes you discover new stuff along the way, but when you do, it’s framed by what already exists. You add it to the fiction in a way that keeps it internally consistent.
That “bounce” is what makes play feel true to me. It forces me to rethink my assumptions, rethink where the sessions is going, and I feel like I’m really playing with other people.
If instead, I can just respond however I want, because there’s no solid wall to bounce against, only a soft, adaptable one, then ironically, your input has less impact. Because no matter what you gave me, I would’ve given you the same kind of answer that worked well anyway.
It’s like when your character comes up with some wild plan in the middle of a session, and it works, not because it should, but because the GM just rolls with it to keep things moving, I believe it’s a form of control driven by performance anxiety.
To me, that’s the difference between playing with people and playing with a generative AI. With an AI, anything goes, and it’ll give you a coherent-sounding answer no matter what you say. That can be cool for solo introspection, but it lacks the specific qualities of roleplaying I enjoy: lack of consensus, working with constraints, and the discovery of where we end up when our independent authorities collide without negotiation.
4 responses to “Stumble in the Dark”
I want to pull apart two issues.
The first is the extent of prepared content, pre-play. It typically applies to backstory and situational elements which are either entirely stable or unstable, but maybe there are some other things too. Basically, the spectrum goes from extremely minimal to extremely “full.”
The second is the quality (or failed quality) which you described extremely well: the lack of constraint based on what’s just been played upon next-stated things. I’ve spent some time teasing apart the scope, extent, authorities, and timing of the “next-stated things,” but for the present discussion it doesn’t matter, merely anything of that sort.
Your description matches well to my criticism of Blades in the Dark and Ten Candles, among others. The associated design culture apparently lauds some kind of “freedom,” for which sometimes they abuse the term “agency,” such that whatever happens really doesn’t matter because it only occurs or matters during its description, and afterwards we can say whatever we want. “We,” in this construction, is also broken in its own way, being more like trading God for a Day rather than interacting authorities.
I suggest that the first topic is not relevant to the problem you’re describing. The extent of preparation can vary across the entire range without causing that problem. What matters is how authoritative content is established during play, and if the content includes a lot of things which might be set prior to play in some other game, that’s no big deal as long as the rules for it aren’t ruined/bad.
Whereas the second topic is a real issue, far beyond the scope of any differences in styles or preferences, and well into the range of what is and is not play at all.
I was excited to see a post about Dream Askew, as I have the book and (very vaguely) hope to play Dream Apart in its latter half.
Your group’s setup and characters look great to me, so I’d like to know if the troubles began after that or were already beginning then (only in hindsight, maybe).
In any case, “whatever happens really doesn’t matter because it only occurs or matters during its description” nails it for me, especially regarding BitD’s flashbacks.
Hi Dannato, thank you for your post. I read it with great interest, not just because I was playing Charlie T in the session you described. Your analysis is very clear and it made me reflect on what I, on the other hand, enjoyed about that experiencee and what I look for in role-playing games.
I do not have your analytical skills, so please take these words as a simple sharing of impressions.
I confess that at first I was puzzled by the almost total absence of constraints in Dream Askew. The extreme intangibility of the rules had raised many doubts in me about how to resolve certain situations mechanically. It’s probably not the most comfortable game I’ve ever tried, but I was very interested in playing it. On the other hand, I like games that leave total freedom and that (borrowing a term from board games) I would call “low direct interaction” such as Microscope, for example.
One point of your critique on which I would like to focus is that feeling of “stumbling in the dark,” which you describe as moving with a Ouija board where the world does not exist until it is illuminated by the scene at hand. You described this experience as frustrating, like throwing a ball against a rubber wall that adapts to everything, removing weight and impact from your choices.
For me, instead, that feeling is one of the reasons I play (perhaps alongside the feel of Bleed, but that is another story). Using your own metaphor, for me playing Dream Askew was like exploring a dark room. Yet every word we spoke was not a blind step into nothing. It was like lighting a small lamp that revealed a new corner of the room to be furnished together with others. That sense of discovery is, to me, very fulfilling.
You say that your input felt like it had little impact because there was no “solid context to push against,” there was no rebound.
But everything you said had a great impact on me. For me, the impact was in seeing how our ideas combined to create something new and unexpected. When your Monsoon said he did not know whether the dialogue and the entire scene with Jackbird were taking place in a dream or in reality, that opened up a sea of possibilities for me, a fast bouncing ball.
When Rutger’s player invented the “matrix-arcology,” it was not a ball bouncing off a rubber wall, but a ball that was gifted to me: “Wow… and now what does this mean for Charlie T, whose power is based on the lie that there is no outside world?” The impact was on the characters and the themes we were building. Okay, you might say that anything narrated would have had the same effect. Yes, okay, that is true, but that does not lessen its impact on my imagination.
Perhaps this is because I play for the feeling of gradually discovering who my character is and understanding the meaning of the story we are telling. I enjoy embracing the suggestions of other players and coming to terms with my character’s failures, which force me to recalibrate everything. It is like walking with a Ouija board in a dark room and, to my surprise, illuminating its most hidden corners. I like it.
Filippo, as I’ve told you in person: this is really a great read and I’m really glad that you’re coming to these realizations. I think there’s a lot of value in seeing the same thing written in the words of different people, but especially with yours here, I think I’ve gained new understanding and a new way to express the problem. “Having a solid context to push against” is a great way to word it.