Order From Chaos

EscapeManorHey, gang. Warden here. From time to time – as I’m sure it is with any game designer – my mind drifts away from reality and ponders the intent and purpose behind game mechanics when the world around us offers a new puzzle. This is one of those moments.

A couple of weeks ago, I participated in a rather exciting and new form of party game that psyched all of us in the group because we’re all hard core roleplayers. D&D mostly, but that’s beside the point. It’s a place in the heart of downtown Ottawa called Escape Manor and the premise is this: you and a group of no more than five other friends are locked in a room for 45 minutes. The room has a particular theme and is packed with hidden clues, which you and your group must uncover and decipher one-by-one until you find a way to unlock the door and escape. Oh yeah, the decades of D&D gave us an empowering sense of experience and we were incredibly confident this room would be open within 30 minutes.

Nope. We failed. According to the host, we were probably 50% of the way through. Maybe 60%, if he felt generous.

I’m not going to get into any details nor were any photos allowed because it is truly something you have to try yourself and any hints and lead-ins can truly spoil the experience. If you’re interested in checking it out and live in the Ottawa area, here’s their website. If not, check around any major metropolitan area and see if there are others like this near you. (I know there’s another one in Toronto at least.)

Why did we fail? Each of us had a different opinion, but I couldn’t help but notice the absolute flood of independent thinking going on during our time in the room. This was a given as it’s human nature for everyone to scramble without proper leadership, guidance, or experience, but that’s not what struck me at that moment. The irony was that the quote-unquote experience we had solving similar puzzles in a roleplaying game did jack squat for us in a real life experience. It seemed that without the order brought on by organized turns, we were all running around grabbing clues left, right, and centre without devising any plan of attack or working together on each clue individually. Instead, everyone started grabbing things and shouting out questions and suggestions in a mad panic.

Which brings me to the crux of this post. What would your game be like if there were no turns? If everyone could freely act whenever they wanted and play as if it was Black Friday: The Shopping Frenzy RPG, how chaotic would things become after time? Even during organized turn structures, player still have a tendency of forgoing logical limitations such as distance during communication (one player moves in the opposite side of a crowded room and yet can still provide a suggestion to the other player or share details on what they witnessed). Basically, meta-gaming. It’s part of the gaming experience, there’s no doubt. Unless the rules clearly state no player shall vocally contribute during another player’s turn (and punish any infringement), players will push their opinions and observations into the game as part of a mad dash to move the game forward.

It can be very easy to forget that while it is a game with friends gathered around pretending to be other characters in dangerous situations, there are many in-game restrictions that drastically affect how their characters function and how gamemasters allow these alterations to happen for the sake of play. In other words, if our characters acted as chaotically as players, how well do you think they’d do in an actual dungeon or in negotiations with a hostile nation? Granted, the entire purpose of a roleplaying game is to pretend you’re someone else with skills and powers beyond your own, so the entire function of an RPG should allow for these kind of exceptions. My point in all this is to simply consider the effect meta-gaming has during tense moments where every minute action, movement, and sentence can make an impact on the game. How would characters actually communicate if they’re on opposite sides of a crowded tavern? Would the group have a chance to continuously huddle and consider their next words when brought before a powerful warlord? How well would your players perform if they had to face similar restrictions in a social scene as they would in combat?

Just a little something to think about next time you’re playing your favourite game.


Random Thoughts is an ongoing series of… well, random thoughts provided by BRG’s lead designer, The Warden. Maybe this week will talk about the effects of initiative rolls and the next will cover how cool his new dice look. Whatever comes out of his head, this column is an outlet for these ramblings. 

Welcome to Broken Ruler Games!

BrokenRuler_logo_websiteheader_Jan2015It is my absolute pleasure to welcome you to the Broken Ruler Games website. Or if you’ve been a fan of BRG before today, welcome to the new and improved site with a swanky new domain name and content.

Before I go into a quick presentation of where you can find everything you need to know on Killshot (especially where to buy your copy) and get a handle on what’s coming up next from the Ruler (ahem! ScreenPlay!), there’s one individual in particular who must be thanked for making this happen. That’s not to say there isn’t an army of people to thank for making the Ruler what it is at this very moment, including the likes of my Development Teams past and present, our fans, customers, and every tabletop gamer out there who has played our work. Without all of you, the doors would have been closed a long time ago, but this one individual in particular literally helped bring this studio back from the dead. And that individual is Aaron Huss, President of Mystical Throne Entertainment.

A couple of months back, I announcement the end of the Ruler across all our social media. Within hours, Aaron sent off an email with an offer: make Broken Ruler Games a development studio under the Mystical Throne banner and I could continue to do the work I loved while he would take care of all the logistical aspects of publishing and marketing. I’ve been working with Aaron for close to three years now (including the second edition of MTE’s Mercenary Breed and the long-running Under The Hood column on Roleplayers Chronicle) and his hard work has helped make MTE a very successful indie RPG publisher, so my answer was a very quick and eager, “Yes!” This new arrangement has given me new vigour and motivation to proceed with everything I had intended for the Ruler without getting bogged down with the necessary burdens of publishing and production management. So if you see anything you like from this day forward, it’s all thanks to Aaron Huss.

But enough with these pleasantries, it’s time to let you check out the new site. You can start by learning more about Broken Ruler Games (which we call “the Ruler” for simplicity’s sake and that essential coolness factor) on the About page. Then jump over to our assembly of Killshot pages to learn all about the ENnie Award winning assassin RPG before seeing what’s in store next with High Plains Samurai (an upcoming B&W/wushu hybrid RPG) and ScreenPlay (the system behind the Samurai and an upcoming improvised standalone roleplaying game). Finally, you can learn about our next phase of the Optional System and the hushed and deadly work of rogue operatives… oh, but I may have said too much already. That one will have to wait for another time.

From there, you can also find us across the social media spectrum and stay up-to-date on our various machinations. Follow us on Facebook, join in on Google+, and read all about it on Twitter. Of course, there’s always good ol’ fashioned email where you can reach me personally at optionalwarden@gmail.com.

Now let’s start making a future together, shall we?

Signed,
The Warden
President/Lead Designer, Broken Ruler Games