My Changing Attitude to Non-Traditional RPGs

One of the big lessons I took from my return to regular gaming under Lockdown was the need to re-examine old ideas. As I have said before, I returned to gaming convinced that I was a pretty good GM but I soon realised that my perceived competence was more a result of unchanging habit and unquestioned bluster than real skill.

One of the ideas I wanted to re-examine – Particularly in the wake of my experiences playing Dewey’s Ten Candles – was my resistance to the idea of non-traditional RPGs. By “non-traditional RPGs”, I mean the kinds of games developed by the designers who used to post to the Forge message board as well as the people who would then go on to operate under such rubrics as ‘indie’ or ‘story’ games.

I am aware that this describes a hell of a lot of games and covers a hell of a lot of ludic territory and so a more accurate description of the kinds of game I tended to ignore would be games that challenge the power structures of traditional gaming tables by deconstructing the role of the Game Master by re-distributing narrative responsibilities more equally throughout the group.

For ages, I refused to engage with this type of game. Then I returned to gaming and decided to give them a go. Not for the first time in my life, I wound up feeling a sense of profound shame and sadness over my own pig-headed stupidity.

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