Discussion about this post

User's avatar
Jack Edward's avatar

I'll take it further: These days in TTRPGs, I'm basically always looking for an explicit articulation of the core game loop up front. For me, it's almost a bit of a let down, or even a red flag, if I'm reading a brand new TTRPG in 2025 and I can't discern such a thing.

I've had too many excellent experiences with the power of the core game loop lately (Monster of the Week, Blades, Brindlewood Bay, arguably Mausritter) and too many major let-downs in its absence (D&D 5e) that I'm convinced we need to put core game loops at center stage.

Expand full comment
Alex White's avatar

I’m in the current minority of Neutral/Depends, and that’s because I’m taking the ‘well-defined’ element strongly. D&D, for instance, doesn’t have a well-defined core game loop IMO. There are several implicit game loops at various levels (e.g. combat, or the explore, short rest, long rest loops) but it isn’t well defined and doesn’t need to be.

On the other hand, Blades in the Dark has a clear and well-defined core loop which is spelled out in the game - Free Play, Engagment Roll, Score, Downtime (repeat). There are implicit game loops within the game, but this is a core game loop which is explicitly defined and is one of the defining features of this game.

My recently kickstarted game, Tail-End Charlie has a core game loop of Operation - > Downtime (repeat) and that is central to the experience of the game.

So IMO, ‘it depends’ because some games use a well-defined core game loop as a central philosophy to the way the game works, and other games have one or more implicit game loops which naturally arise, but are not spelled out as such. And that is OK!

Expand full comment
20 more comments...

No posts