approachable theory: Defining Game Genres

Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren’t well defined by the genres we use for fixed fiction (because games are not fixed in that way, and are not experienced the way we experience books or movies).

This post is by Beau and John W. Sheldon. Check out John’s work here and find him on Twitter. Support Beau through Patreon.com/thoughty! Individual donations at PayPal.me/Thoughty or ko-fi.com/thoughty.

John

A bearded person, John, in a maroon sweater and jeans posing in front of an ivy covered wall and fence.
John W. Sheldon (by Beau).

Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren’t well defined by the genres we use for fixed fiction (because games are not fixed in that way, and are not experienced the way we experience books or movies).

Games need separate genres for their rules as written, for their fictional content, and for the experiences that arise from the confluence of those things with player action.

Rules genres: GURPS and Cortex share a rules genre with the D20 SRD, in that they offer a toolkit approach to providing game rules for “almost anything”. On a different axis of rules genre, GURPS and D20 share a genre because of their simulationist approach to resolving conflicts in a granular way, where Cortex is excluded from that genre.

Content Genres: the fictional and tonal content of a game deserves genre categorization. This includes whether a game is expected to be an action game, a dramatic game, or a comedy, but also the setting and time period, the level of technology, and other trappings of more traditional genres. Games can share content genres without sharing rules genres (e.g., Hackmaster and Dungeon World share several aspects of content genres without sharing much in rules genres).

Beau sitting with a coffee mug and a Shadowrun book.
Each edition of Shadowrun is a little different, too.

Experiential Genre: a category defined by how players experience the interplay between the rules, the content, and their own contributions, the more tightly this genre is defined the less universal and helpful a descriptor it will be (since a separate game table with different people may implement rules differently, focus on different content, and make unique contributions, and thusly have a different Experience of a game with the same rules and content).

One table’s experience of Shadowrun as a cyberPUNK game focused on sticking it to the man and helping disadvantaged communities draws from the same fiction and rules as another table’s experience of Shadowrun as a neon future heist simulator.

Notes on broad category: Doing games vs Being games (those that care about what you do vs those that care about what you are). Most tabletop RPG games are Doing games – the rules respond to actions, and they lead to more actions and changes in action. Many indie LARPs are Being games – the rules instruct the players on how to be and what to consider, and players respond naturally to their new way of being – but the rules are less concerned with Doing. The Climb or Still Life are Being larps, while a V:tM larp or a boffer larp are Doing larps. Turn is a Being game, while every other group tabletop RPG I can think of is a Doing game.


Beau

Beau in a black and grey hoodie tee.
Beau Jágr Sheldon (by John).

When I worked on Turn, I was often asked about its genre. I found this difficult and categorized it as I could but realized over time that games have different ways of being in genres than other media, and realized I needed to address this before we talk more about Wolfenstein: The New Order which defies its own genre conventions…sort of.

I talked to John about this and it prompted his summary, and my summary was as following with a more detailed breakdown of examples of games. It’s mostly something to think about, not argue about, so I felt okay writing it down. Even John and I feel differently about some things, so remember, all is a little subjective.

Ways of Playing

Doing – about taking action, what you do. Most games!

Being – about responding to action, who you are (& how you feel). Turn, many larps, many lonely games. 

Genre Categories

  • Experiential genre – how the game is experienced, narrative driven, character driven, etc.
  • Game/mechanics genre – the mechanical design and intent, generic, specific, fps, action, etc.
  • Content genre – type of content, presentation of content, supernatural, noir
  • Tonal genre – how the game feels, intense, slice of life, dramatic, cozy, etc.
A table covered in different games.
All of these games have similarities and differences in genre and in ways of playing.

We used these to break down the following genre tags for a few different games. The initial bullet points are our brainstormed ideas of what suits a game, but are not all-inclusive, and the breakdowns follow. Each one of these categories has the potential to break down even further, especially content and mechanics, which could break down into in-game tone and meta tone or various mechanical systems for live action, video, or tabletop games.


Examples

  • GURPS – doing, generic, tabletop rpg
    • Mechanical: tabletop RPG
    • Content: generic
  • The Climb – being, scenario driven dramatic realistic live action rpg
    • Experiential: scenario driven
    • Mechanical: live action RPG
    • Content: dramatic
    • Tonal: realistic
  • Still Life – being, character driven slice of life live action rpg
    • Experiential: character driven
    • Mechanical: live action RPG
    • Tonal: slice of life
  • Vampire Larp – doing, fantasy, urban supernatural dramatic character driven, player driven live action rpg
    • Experiential: character driven, player driven
    • Mechanical: live action RPG
    • Content: fantasy, urban supernatural
  • Boffer Larp – doing, scenario driven, dungeon fantasy live action rpg
    • Experiential: scenario driven
    • Mechanical: live action RPG
    • Content: dungeon fantasy
  • The Story of My Face – being, horror adventure and scenario driven, player driven lonely live action rpg, selfie game
    • Experiential: scenario driven, player driven
    • Mechanical: lonely game, selfie game, live action RPG
    • Content: Horror, adventure
    • Tonal: lonely game
  • Dungeons & Dragons – doing, dungeon fantasy, adventure narrative driven character driven tabletop rpg
    • Experiential: narrative driven, character driven
    • Mechanical: tabletop RPG
    • Content: dungeon fantasy, adventure
  • Shadowrun 5e – doing, cyberpunk alternative futuristic narrative driven scenario driven tabletop rpg
    • Experiential: narrative driven, scenario driven
    • Mechanical: tabletop RPG
    • Content: CYBERpunk, alternative futuristic
  • Shadowrun: Anarchy – doing, cyberpunk alternative futuristic character driven scenario driven tabletop rpg
    • Experiential: character driven, scenario driven
    • Mechanical: tabletop RPG
    • Content: cyberPUNK, alternative futuristic
  • Turn – being, slice of life character driven supernatural rural shapeshifters tabletop rpg
    • Experiential: character driven
    • Mechanical: roleplaying game
    • Content: supernatural, rural, shapeshifters
    • Tonal: slice of life
  • Wolfenstein The New Order – doing, fps drama/dramatic historical/period alternate universe punk, character driven video game
    • Experiential: character driven
    • Mechanical: first person shooter (FPS), video game
    • Content: drama, historical/period, alternate universe, punk
    • Tonal: dramatic
The Ultimate Micro RPG book cover.
A collection of games can range widely based on how it was curated, because every game is so very different but has so much in common!

Genre Principles

These breakdowns might take a little while to fully make sense of, but here are the core principles.

  1. Games have different genres than other media.
  2. The experience of games influences the genre of a game.
  3. Sometimes genre tags fit in multiple categories.
  4. Different people will assign different meanings to different genre tags and categories.
  5. Doing and being can be isolated or they can be combined, a number of games have a little bit of both, and their dominant way of playing can change how they are experienced, influencing genre.
  6. Genre is a tool, but is not necessarily something everyone must use or understand. It is something, however, people can bend or break, adhere to or queer, without using or understanding it actively. 

This is just the start of a longer conversation about how we use genre to apply a moral value to various games, or to belittle the quality without questioning of games. Wolfenstein is simply an FPS, but is one of the deepest games I’ve ever played. The only difference between Shadowrun 5e and Shadowrun Anarchy is the experience and where the emphasis is on cyberpunk but it makes two very different games. Turn is a combination of genre tags that don’t really have a place when they’re all combined, but it results in a unique play experience as a being game. 

What is your game’s genre breakdown using this metric? Does it play like you’re doing or being? How do you feel about ignoring genre or exploring it more deeply? Respectfully discuss in the comments and elsewhere. I look forward to hearing your discussions!

A table setup to play Roar of Alliance.
What matters most is that we have fun in these games. And fun? Fun is its own genre!

Celebrate #Epimas2020 by Giving Games!

I hope you all are staying safe and celebrating any holidays you do while respecting COVID-19 guidelines! I want to share some fun and interesting games with you as part of the #Epimas2020 bundle that I’m a part of. I hope you like what I share! The bundle ends in three days!

To tell you a little about Epimas, it is a created holiday season bundle run by Epidiah Ravachol, who I am lucky enough to have known and worked with over the years. The bundle was originally conceived as a way to share games with friends or new players and expand the hobby while maximizing use of the PDF format. You gave a bundle, you got a bundle. This year, it’s on itch.io and while the give/get format isn’t yet feasible on the platform, there are 69 designers contributing to this amazing bundle you can gift a friend or colleague to help them explore so many amazing games that soon, they’ll be inviting you to play them!

This is the first year I can really participate in the bundle, and may be the last. I’ve wanted to be a part of Epimas since I first started in games years ago and saw it, because it demonstrates something I really love – games as a gift, as a way to grow the hobby, as a way to try new things, and as a way to spur new creation when inspiration strikes after checking out so many amazing games. I am so excited to be a part of it, so in the last few days of it, I wanted to recommend you check it out!

This year’s bundles are named in a trend with Santa’s reindeer, starting with the overarching Dunder & Blixem bundle, which covers all games offered in the bundle. The others are Vixen, Comet, Cupid, Dasher, Dancer, and Prancer, which break down the bundle into smaller bundles of games. I am in the Vixen bundle with Turn, alongside these others! Note that I haven’t played most of these games, but I’ve read the reviews and some of the text from a few and that’s how I’m compiling my notes.


Continue reading “Celebrate #Epimas2020 by Giving Games!”

Five or So Questions on Princess World

Hi all! Today I have an interview with Kevin Petker about the game Princess World, which is currently on Kickstarter! The game has some fun beginnings – read all about it in the responses below!

Tell me a little about Princess World. What excites you about it?

Princess World, “A Game of Girls who Rule” is a Powered by the Apocalypse role-playing game about playing diverse Princesses from varied realms who are trying to work together, despite their differences, to address problems in their world.  The most exciting thing about the game is that it was inspired by my daughter, she literally pitched it to me when she was three-and-a-half (She’s six now) and she’s been a great help in generating ideas and concepts for the game.  Princess World is designed to be accessible and engaging to new players, particularly younger ones, and deals a lot with the power and meanings of words, and how phrases can be reinterpreted in different ways.  Every character in the game is defined by four essential Truths, which are short narrative phrases; when players start to grasp how to use these Truths to expand the narrative power of their characters in the game, using them as springboards for their imagination.  Seeing  a player’s eyes light up when they think of a new way to use a Truth makes the whole game worthwhile for me.

The character playbooks with their Truths laid out on a table and an assortment of dice, pens, and a crown headband.
The Truths on the character playbooks.

I’m super curious about the Truths! What are the four Truths and how are they presented to players?

Truths are probably my favorite part of Princess World!  Truths are the “powers and abilities” of each Princess, like if you’d list four special things a character in a story or book are good at or known for.  Each archetype/playbook has a unique list of four Truths that the player must express about their character.  Some are extrinsic to the character, like equipment or things and some are intrinsic to the character, like experiences or legacies, and some purposely blur the line, so that the player can decide. 

These Truths are narrative statements, not just descriptive, that give the character options and abilities others probably don’t have access to.  For example, a Fairy Princess’s player wouldn’t just say, “I have green hair.”  There’s not much they can do with that in a story; it’s mainly just description.  If, instead, they said, “My hair consists of the intertwined flowers of Spring.”, then we can think about all the various narrative ideas and options we can unpack from that.  Maybe they can use the scent of their hair to calm others, or maybe they can cause other plants to thrive, or maybe they can call on powers of growth and renewal.  We’d play to find out the creative options the player could come up with, based on that Truth. 

Truths are usually written in the character’s favorite color, unless they’ve been deemed to be Unpleasant, in which case, they’re usually written in black.  Before a player writes down a Truth, they express it to the table of players first, and the other players judge the Pleasantness or Unpleasantness of that Truth, before the player writes it down.  Being Unpleasant, just means that the other players can immediately see how said Truth has the potential to cause problems for the character, though they could be bad or dangerous as well, but the player can still call on them! 

If a Truth is judged to be Unpleasant, the player has the option to accept that trouble or to rephrase the Truth in a way to address any concerns.  Most players seem to enjoy having potential trouble brewing for their characters as it can lead to interesting stories.

The Truths can be as direct or as flowery as the player desires, but they’re usually a single sentence.  For example, there was a Skateboard Princess who expressed this: “I can’t digest normal food, I eat batteries.” and the table of players was astonished and intrigued.  The player went on to explain, “I’m a robot!”  Now, they could’ve just expressed the Truth as “I’m a robot.”, but the whole “I eat batteries.” was thought of something more in line with what one would read in a story about a robotic Skateboard Princesses! 

As a nonbinary creator, I’d be lax if I didn’t think of kiddos like me – is there space for nonbinary or masculine players or characters in this world, or is it strictly about embracing the feminine “girl” power and identity? How are you framing gender identity for the princesses, with this answer in mind? By this I mean, are there princesses with different body types and presentations like in She-Ra?

I think it’s going to be very tough to overcome the assumption that “princess means girl” in Western culture, but that is not an assumption I make in Princess World; we say “Anyone can be a Princess.”  I lean more towards my daughter’s interpretation of princess which is “Someone who is capable and competent, and also pretty cool.”  Some of the playbooks lean towards the feminine side, for certain values of feminine, such as the Proper or Fairy Princess, but the player of such characters is not bound by that at all!  There are self-defining Skateboard Princeses, rough and tumble Warrior Princesses, and characters that are free to blur the lines in any way the players wish, like the Shadow or Pauper Princess.  In the actual text I tend to lean towards female (she/her) or gender inclusive (they/them) pronouns unless I’m talking about a specific character or person who has specified their pronouns.

For the player, if the gender of their character is important to them, they can work to include it in the Truths about their character; if it less of a factor in their interest in the character, it can be included in their descriptive details.  In actual play, their have been girl, boy, neither, amalgamated, changing, and artificially gendered Princesses.  It’s my goal that players can make character that reflect their desires and interests in what is cool or exciting.  Variations in age, body shape, gender, orientation, and even species have all occurred in actual play of Princess World.  For me, it’s really exciting to see the fantastic directions players take their character creation in, thinking both inside and outside the box of the archetype they’ve picked.  The new She-Ra cartoon has definitely been a touch stone.

With all that being said, there is, in very early development, a playbook that is specifically called the Boy Princess; my daughter wanted that included (she generated the seed ideas for fourteen of the sixteen playbooks we’re working on) and I’m excited to see how players will interpret and expand on that concept!

The character name tents and character portraits for the Space Princess, Pirate Princess, and Shadow Princess, beside some tokens, pens, and index cards.
The character portrait is very important!

Awesome! The Boy Princess sounds my style. Speaking of style, I see that you’re using a system Powered by the Apocalypse. What led you to choose this system, and how have you modified it to suit your unique needs?

Well, I really fell in love with Apocalypse World when I was first introduced to it; it really mapped to my style of facilitating games and gave me words and structures to actually explain what I was doing.  Also, it allowed for a very low level of pre-game preparation, something I’m really liking as I have less time to game.  I feel that the PbtA approach worked really well for being a Weaver, what we call the “game master” in Princess World, as we stress that they are there to help the other players tell a story about their characters, not a story the Weaver makes up to put the princesses through; that collaboration between all the players, collectively creating the fiction of the narrative is what I find most satisfying in playing PbtA games.

For Princess World, I narrowed things down to four basic moves; all of which are ways of dealing with obstacles or problems that the characters face. Essentially: order things to do what you want, try to change their minds, evade things, fight things; they seem to cover all the ground I want for the players to explore when making choices for their characters.  There’s a single auxiliary move that is dependent on how connected a Princess is to another Princess, using a currency we call Threads, which are statements about the characters’ relationships, written down on strips of paper and handed out to other players.  As well, every Princess has a special knowledge move that reflect their unique perspective on Princess World, though other Princesses can use their Threads to tap into another Princess’s way of looking at things.

Apocalypse World, and many PbtA games, tend to be pretty loose on framing and pacing scenes; I’ve put a little more structure for that in Princess World, specifically using number of scenes to measure the difficulty or challenge of a situation; the more difficult a challenge is, the more scenes will be required to overcome or resolve it.  I’m hoping this will make pacing of the story and sharing spotlight time easier for newer players to grasp and use.

There’s no lists of equipment or gear in Princess World, basically, if it makes sense for a Princess to have access to something, the Weaver is encouraged to say “Yes!”, especially if it’s something the player can narratively unpack from one of their Truths!  Encouraging creativity and experimenting with ideas is strongly encouraged!

As a parent, being able to create a world for your kids to play in has got to be amazing. I can see some of this in the Truths, but what are the values and principles you’ve considered in design, and the emotional experiences, that you have made an effort to ensure come across in play?

Yes, it’s been amazing both from a design perspective and from a playing one.  Sebastian, my son, has already played Princess World; he created the first Dragon Princess and did an amazing job with her, creating a monstrous Princess who was both scary and kind!  Freya hasn’t played yet, but has done some basic role-playing with her cousins.  All seem to have really enjoyed it and I’m looking forward to more games with them.

One of the core experiences I wanted to have in Princess World was for the players to have to grapple with the question of “What is important to my character?”, with the subtext asking, “What is important to me?” Many moves and options revolve around choosing to help yourself, to help others, or to help the greater world around you and that, often, you won’t have enough to do all three at once so you’ll need to make hard choices.  I interviewed a lot of kids, aged 9-13, during the early development process and I wanted the game to reflect what that age group wanted in a game: that their characters had agency, that they could make important choices, and that their choices mattered; I’m really hoping that Princess World will provide that for players, both new and experienced.  So far, it seems to be working.

Three children of varying ages and genders playing with the playsheets and associated documents from Princess World on a floral carpet in a small room, drawing characters and filling in character sheets.
Heck yeah playing on the floor!

Thanks so much to Kevin for the interview and to the Weaver Princess, Freya, for being such an inspiration! I hope you all enjoyed the interview and that you’ll check out Princess World on Kickstarter today!

Quick Shot on Big Book of Amazing Tales

I’ve got another great quick interview with Martin Lloyd, this time about the Big Book of Amazing Tales, currently on Kickstarter! It sounds like a great game resource for kids to add to your Amazing Tales collection. Check out Martin’s responses below!

Two kids sitting at a table with an adult with character sheets and dice in front of them. The one kid has their hand raised triumphantly.

What is the Big Book of Amazing Tales, both as a product and as your vision?

Some of the most fun I’ve had with Amazing Tales has been playing games with the kids while on holiday, that’s when we’ve played out campaigns, and the idea of the Big Book is to make it easy for other families to do the same.   So in the book I’m including four campaigns, one for each of the settings in the book. So you’ll get…

  • A Dream of Trees – for the Deep Dark Wood setting
  • The Quest for the Dragon Crown – for the Magical Kingdoms setting
  • Captain Cadava’s Treasure – for the Pirate Seas setting
  • The Cryptid Conundrum – for the Adventure among the Stars setting

The Big Book of Amazing Tales should be seen as a companion volume to Amazing Tales. Amazing Tales gives you all the tools you need to make up amazing adventures with your kid and get them started on role-playing. The Big Book of Amazing Tales is about providing you with some really great campaigns that can take things to the next level. 

Before I started writing I set myself some goals. One of them was to include elements in the games that would bring the games alive in the real world as well as the player’s imagination. So in the Quest for the Dragon Crown there is a crown for the players to cut out, colour in and put together when they find it. It doesn’t look like a conventional crown, but its form is a clue to what it really does so having it right there in the players’ hands is important. One of the other goals is to include ‘moments of awesome’ for the players, to make sure they have those moments where their characters get to do something amazing. You really will save the kingdom, slay the dragon, stop the alien invasion and so on. 

It’s also a chance for me to answer two of the questions I’ve been asked most frequently since launching Amazing Tales. Namely – ‘How do you use this game in a classroom?’, and ‘Can I use this game to help my kid with some kind of problem?’. Although to be honest I won’t be the one doing the answering. Baz Stevens, who is both a teacher and a game designer will be answering the first question, and Lilly Smith who is a child therapist will be answering the second.  

Dice lying on a character sheet with a character illustration.

As an ongoing product, how do you keep coming up for ideas for Amazing Tales, and keep them fresh?

It really helps that Amazing Tales doesn’t have a fixed setting. So I’m not stuck trying to come up with five different fantasy adventures, or a new twist on space pirates or whatever. If I’m writing a pirate adventure I can make it the most piratey pirate adventure imaginable, a kind of Pirates of the Carribean in RPG form, and try and cram it full of as many pirate ideas as I can. I don’t need to worry about having used all the good stuff and then having to write another pirate campaign next week. * Once a month I publish a set of story seeds in the Amazing Tales newsletter, and those are always a good chance to really interrogate an idea. I pick a simple concept like ‘Temples’ and then try and come up with a set of ideas that do something interesting with that idea – stretching it in different directions. It’s a good practice. 

And then there are the games I hear about people playing with their kids. Often there will be a couple of sentences on Facebook that sound brilliant, but that’s all there is. So it becomes a jumping off point for new ideas. Someone posted the other day about an adventure involving a lost circus in a forest. That’s about all I know, but it’s a great starting point. An adventure about a lost circus in a forest, it almost doesn’t matter what genre or system you’re playing – that’s a great place to start. 

What are some of your favorite things in the Big Book and what are they like for players?

I’m really looking forward to some of the special extras. So in the Cryptid Conundrum, where the heroes need to crack the alien codes, there’ll be a decoder ring for the players to cut out and make. Now a lot of kids will probably make something like that at some point while growing up, but how many of them will get to use it to rescue the victims of an alien kidnapping? In a similar way that bit of research about kids being better at identifying logos than trees really bothers me. So A Dream of Trees will definitely include puzzles that require learning about trees, leaves, nuts and the like. Hopefully that will be enough to make kids a bit more excited by being outdoors, because playing outside is almost as important as role-playing 🙂

* Thinking about it, this is probably one of the reasons the Pirates of the Carribean sequels ended up the way they did…

Two pirates dressed in fancy pirate regalia discovering treasure inside a seaside cave.

Thank you so much Martin for the interview! I hope you all enjoyed it and that you’ll check out the Big Book of Amazing Tales on Kickstarter today!

First Friday Hi-Day Video!

approachable theory: Types of Fun

The approachable theory logo, with the text "approachable theory" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.
The approachable theory logo.

Hi all! Today I have a post by Selene Tan on Types of Fun! Selene is a game designer who is always up for a design competition, and writes about games and GMing. This post is about types of fun – the ways we enjoy games – using a variety of existing theory and talking about how we can understand those things in our own experiences. Selene said she loves “interacting with dynamic systems that produce unexpected and inspiring outcomes, and it’s even better with friends!” So let’s see what she has to say!

I ask that you remember the requests I put forth about treating my writers with respect and understand that a lot of game design theory is still growing, so definitions can be a little fluid. 

A table with assorted playing components, dice and playing cards, and play sheets and mats.
A collection of materials for a game of Roar of Alliance (Game and photo by John Sheldon.) during play. 

Whether you call it “fun,” “enjoyment,” or “involvement”: when you’re playing the right game, there’s something that makes you want to play it, and keep playing. But not all games are fun in the same way.

The fun of tactical miniatures combat in D&D 4th edition is different than the fun of a collaborative story/map-making game like The Quiet Year. There are many types of fun, and while people have preferences, none is intrinsically better than any other.
We can sort these different types of fun into categories. Sorting and labeling experiences is a good way to analyze them, and analyzing game experiences is a key skill for game design. There are schemes that classify games or players, and schemes that classify fun directly. I find schemes that classify players reductive. As a player, I enjoy many kinds of games, depending on my mood and situation. Classifying games is more useful, but again, most games combine different types of fun. I prefer to classify fun because as a designer, those are my building blocks. The types of fun I want to focus on are a key part of my design vision.
It’s worth comparing several schemes to learn what works for you. The main factors that I consider when deciding on a scheme to use are:
  1. how applicable it is to the kinds of games I want to classify. If there are a lot of experiences not covered by the scheme, some of the types are unused, or most experiences go under one type, the scheme is a bad fit.
  2. how easy it is to remember. If there are too many categories, or the names are confusing, it’s hard to remember the scheme.
  3. how easy it is to apply. The categories should clearly describe what experiences belong to them, and most experiences should clearly belong to one or two categories, without confusion.
I’m including links to several others, but here are three schemes with different approaches that I find
useful for analyzing RPGs.

Schemes of Fun

8 Kinds of Fun

My personal favorite scheme, and the one that started me on categorizing fun, is 8 Kinds of Fun, originally described by Marc LeBlanc as part of the Mechanics/Dynamics/Aesthetics framework (overview).
Chris Sniezak at Gnome Stew has written in more detail about the 8 Kinds of Fun for RPGs. Here’s a quick summary of the types:
  • Sensation: Game as sense-pleasure. e.g. playing with miniatures and detailed terrain, background music, or props; drawing; manipulating dice.
  • Fantasy: Game as make-believe. e.g. exploring a world from the point of view of a character. This is the most “RPG-y” kind of fun.
  • Narrative: Game as unfolding story. e.g. playing through a story with cool set-piece encounters, crafting a story together with other players.
  • Challenge: Game as obstacle course. e.g. dungeon crawls or combat-focused games, any encounter where the point is for players to overcome it with skill.
  • Fellowship: Game as social framework. Playing as an excuse to hang out with friends. e.g. Kaleidoscope, where you “remember” (invent) a movie with friends and discuss it.
  • Discovery: Game as uncharted territory. e.g. sandbox games, hex crawls, and dungeon crawls.
  • Expression: Game as soap box or self-discovery. e.g. drawing your character or other game elements, creating detailed characters.
  • Submission: Game as mindless pastime. In RPGs, this is usually combined with Fellowship. e.g. Kick-in-the-door play where the goal is to defeat baddies without thinking too hard.
Pros

Classifies types of fun, not games or players
Flexible enough to apply to RPGs, board games, and video games
The eight categories cover a wide range while being easy to remember
Cons

The categories have a video game bias
Some of the word choices seem awkward (submission, soap box)
A table with assorted playing components, dice and playing cards, and play sheets and mats.
I used Roar of Alliance because it has a variety of materials and two parts of play, with strategic combat and “downtime” roleplaying making up the game – both could be very different kinds of fun. (Photo by John Sheldon.)

Quantic Foundry Gamer Motivations

Another scheme is Quantic Foundry’s Gamer Motivations. It classifies reasons that people play games, where each reason is a type of fun. There are two schemes, one for video games and one for board games. The video games scheme has 12 motivations in 6 groups, while the board games scheme has 11 motivations in 4 groups.

These are the video game groupings:
  • Action, containing excitement and destruction, e.g. fast-paced combat like Savage Worlds, or causing mayhem in towns.
  • Social, containing competition and community, e.g. combat in Agon, where whoever deals the killing blow gets more Glory; most D&D play where the party works together; or D&D Adventurer’s League play, where you’re part of a larger community.
  • Mastery, containing challenge and strategy, e.g. dungeons, combat, and character build optimization.
  • Achievement, containing completion and power, e.g leveling up, stomping enemies, and completing quests.
  • Creativity, containing discovery and design, e.g. hexcrawls and sandboxes, creating characters, or coming up with unusual uses for items and spells.
  • Immersion, containing fantasy and story, e.g. speaking and playing in character, following elaborate pre-planned plots, or playing dynamic characters that create emergent plots.
Pros

Data-driven. Quantic Foundry used a combination of survey questions about preferences and favorite games to create clusters of users, then labeled those clusters to get the 11-12 motivations.
Comprehensive. It’s hard to think of anything not covered.
Cons

Since the schemes are for video and board games, some categories are barely used while others are heavily used for RPGs.
It’s hard to remember all 11-12 motivations.
The category “Immersion” has a different meaning than its usual meaning in RPGs

Threefold Model and GNS

The third scheme is the Threefold Model (Drama, Simulation, and Game), including its descendant, Gamism/Narrativism/Simulationism (GNS). The Threefold Model and related models classify play styles or modes by what aspect of RPGs is their highest priority.
Gamism is a play style where the highest priorities are challenge and competition. One example is the Dungeon Crawl Classics “character funnel,” where each player starts with multiple Level 0 characters and tries to keep at least one of them alive to Level 1.
Narrativism/Drama is a play style where the highest priority is exploring theme through character. Different characters address the theme in different ways, and highlight it through decisions. For example, every playbook (character class) in Apocalypse World has a unique take on surviving in the wilderness, from solving everything with guns to building a community.
Simulationism/Explorative is a play style where the highest priority is to experience a world or characters that have deep, consistent internal logic. Investigating crimes in Mutant City Blues, where the Quade Diagram describes how mutant powers relate to each other and therefore what kind of mutant criminal you’re looking for, is an example of simulationism/explorative play.
Pros
Created for RPGs
Only three categories to remember
Cons
Lots of arguments and confusion about the definitions of each category
Ignores some common types of fun, e.g. Sensation or Creativity: Design

Other Schemes

Using Schemes

One way to use a classification scheme is to analyze play. I’ve adapted Nathan Paoletta’s Two List Method for this.

Make a list of all the things you like and dislike when playing RPGs.

Then play an RPG session with that list in mind. Afterwards, write down a new list of things you liked and disliked from that session. If you won’t get to play for a while, make a list from your most recent session, but it’s best to do this while it’s fresh in your mind.

Pick a scheme and classify your list items. For each like, write down the type of fun. For each dislike, write down the type of fun it interferes with, and if applicable, the type of fun it promotes. Don’t worry about forcing things to fit: it’s okay to have some lone items. But if there are a lot, you might want to pick a different classification scheme!

For example:

I like to play characters that help people. (Fantasy, Expression)

I dislike games where everyone plays backstabbing schemers who are out to get each other. (Inteferes with: Fellowship, Submission. Promotes: Challenge, Expression.)

You’ll see trends arise from the lists. Some categories will have more items than others, and some reasons will keep showing up.

The categories that keep showing up in your likes are the types of fun you enjoy the most. You have the most experience playing and creating that type of fun, and the strongest intuition for them. You’ll also find complements: groups of types that keep showing up together, or types that show up occasionally on your list of likes but not in your dislikes. The types that show up on your dislikes list interfere with or detract from the types you enjoy.

When you’re designing a game or wrestling with a mechanic, ask yourself what types of fun you’re aiming for. If the mechanic doesn’t seem to be working, is it encouraging a different type of fun than the one you’re aiming for? Is it related to a fun that interferes with your goal? If you have a design that feels like it’s missing something, try adding one of the complementary fun types.

If you want to read more about classifying and analyzing fun, here are some resources:

A table with assorted playing components, dice and playing cards, and play sheets and mats.
Roar of Alliance is a fun game to play, and now after reading Selene’s article, I can’t stop wondering how someone would evaluate the game in regards to the type of fun – what type of fun is your favorite game?


Thank you so much to Selene for the excellent article and for making the theories of fun a little more approachable! I learned from reading this article, so I hope you did, too! Please share and keep checking back for more approachable theory!


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