Random Encounters Disarm Chekov's Gun

Chekov’s gun poses a real threat to some games.

If a group playing Vampire: The Masquerade (‘VtM’) encounter a Ravnos, spinning illusions, and confusing mortals, then the next time they hear about unusual events, they will assume that the Ravnos did this. Clearly - the Ravnos is part of the plot! After all, VtM draws heavily from literature; or rather, it draws a lot from the idea-spaces of people who like to analyse literature while telling you that they analyse literature.

And of course, ‘foreshadowing’ helps the plot, for the same reason that a callback helps any comedian. But things work differently here, because the vampires hunting for the mysterious clown-faced murderer all know they’re in a story, so they know that if the Ravnos appears in Act I, he must reappear before the night ends.

D&D, of course, never suffered from this problem. If 2D6 goblins attack the PCs, it tells the players nothing about what will happen at the fare, later that day. This leaves the players free to think critically about the situation. “This is goblin territory!”, they might say, and prepare accordingly. But they cannot rely on goblins returning before the final act of the night, because the old fantasy worlds didn’t have any acts - they simply had goblins, running around, causing mischief.

So the world becomes a little more real, and the value in the events shifts away from ’establishing the fence in Act II’, into ’establishing what you might trade with a fence’.

Related Posts

The Cost of Shared Narrative

RPGs with a shared narrative mechanic - where players and the GM both come up with interesting people, results, and situations - come with a cost. They pull focus away from the puzzle elements of the RPG, and that’s my favourite element, so I can’t see myself enjoying shared narration mechanics.

Read More

Minified vs Minimalist Rules

Tiny rulebooks are all the rage, and it’s great. The game of go has (arguably) 3 rules. Chess has a dozen rules. Monopoly has that little booklet-thing which nobody reads. RPGs often have 400 pages of rules without counting an adventure module, and often lack proper indexing. This hobby is mad, and the backlash against that madness feels refreshing.

Read More

Open Source RPGs

New RPG creators and tech-startups both enjoy giving themselves the badge of ‘open source’ without having to open up a single source file. In the tech world, they call the company ‘Open AI’, and in the RPG space, they call their licence the ‘open gaming licence’, or simply declare they have an ‘open RPG’, then let people infer their good intentions from the name alone. This shallow illusion has bamboozled just as many RPG enthusiasts as tech optimists.

Read More