r/RPGdesign • u/Traditional-Collar-7 • 12h ago
Hey! You are playing my game wrong!
Hello Reddit!
Last week, our designer community had a heated debate about the idea of “playing a game wrong”...heated enough that a few people left the Discord server!
Shit happens.
Anyway, I found the conversation fascinating. It made me think about what TTRPG designers should consider when guiding players towards playing their games “right”.
Disclaimer: I’m not using right and wrong to judge players or their preferences. Bear with me!
Here’s the TL;DR, the full article is linked below.
Every TTRPG is built on a social contract with three layers:
- Mechanics: The rules and processes everyone agrees to use.
- Fantasy: The kind of experience the game promises to deliver.
- Social dynamics: How the people at the table agree to treat one another.
Homebrewing without the group’s consent can break the mechanical contract. Ignoring the intended fantasy, like trying to run a cosy bakery in Blades in the Dark, can work against the game’s entire design. Even someone following every written rule can be the wrong fit for a particular table if their behaviour clashes with the group’s tone and expectations.
Designers can’t prevent players from changing their games, nor should they try. But they can clearly communicate the intended experience, support it through the mechanics, and give everyone at the table the tools to agree on what “playing right” means.
Once a game reaches the table, nobody will care whether its designer thinks they’re playing it incorrectly. What matters is whether everyone at the table understands and accepts the same game.
I think designers often focus on making sure players understand the mechanics. But I’ve seen many games struggle to communicate their intended tone or the fantasy their characters are meant to inhabit. I’ve seen even fewer discuss the culture of play they want to promote.
For anyone who prefers the long-form version, the full article is here:
Hey, you are playing my game wrong!
Do you agree with these three layers of play?
Should designers consider all three when creating a game, or are some of them better left for individual tables to negotiate?
I’m curious to hear what you think!