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Rick Purdy's avatar

I actually think war games are among the least fragile designs. Tactical and operational games will generally have explicit objectives a player must achieve for victory as a matter of course (e.g., the attacker must seize hill 314 by the end of turn 10 without suffering 50% casualties. Attacker also wins if there are no enemy units on the board at any time, etc.). These sorts of explicit goals prevent the situation of two players staring at each other across the board and refusing to do anything, or of one player retreating off-board to deny victory to the other player by ending the game early. The fragility of strategic or grand-strategic games, where there may be limited or no explicit conditions for victory given, are mitigated somewhat by the design and nature of the game itself. Players who take the time to set up this type of game and then refuse to engage each other wouldn’t feel too satisfied with how they had just spent their afternoon. Conflict is inherent in the game design and so players choosing to play that type of game will likely engage one another instead of doing nothing.

With TTRPGs, I think the same can be done without breaking the theme or immersion of the game for players. For instance, in the example of the players barricading themselves in a room and refusing to move, the designer could have set the condition that the players win by finding the exit from the building, or by finding the amulet that breaks the curse, or that the room they are in is slowly filling with water, etc. Pretty much any thematically appropriate device that would get them to leave that initial space after a period of time.

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Doug Underhill (Hagler)'s avatar

I can see from the examples you list places where I think the fragility is a failure in design. For example, when I created a horror RPG, one thing built into every character is a reason the character will do foolish things like investigate scary mysteries - because I've run into the exact scenario where a player just nopes out of the scenario because it is scary and dangerous.

In reflecting on fragility, I find that my design approach is to have as little fragility as possible while still having strong themes and flexibility. But if something is necessary to the game for it to function, I very much believe that thing should be in the rules as written. You can hide them cleverly, maybe, or strongly imply them with character sheet design or card design or whatever, but there needs to be an in-game reason for the game to be played.

A game I recently Kickstarted, Fangelsehala, comes to mind. It is crystal clear framing - your community needs money to survive. There is no way to raise or earn the money in time. But there is a nearby dungeon that might have treasure that's worth the money you need. I suppose "We let our community perish" is an option, but it's one that's outside the clear purview of the game. It would be like playing Terraforming Mars, but at the outset saying you refuse to terraform Mars. At that point, it isn't fragility, it's just players declaring they refuse to play the game. (That's how I'd frame someone playing Tollund and saying at the outset they refuse to be sacrificed no matter what - not fragility, just the wrong game for that person)

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