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I so often hear people giving the golden rule of RPGâs as âremember itâs a game, and to just have funâ. I can see that if nobody likes the game then itâs not a good game, but the âhave funâ advice, while common enough, doesnât help anyone to do anything.
John Mill discussed the paradox of happiness. If you want to build a boat, you try to build a boat. If you want to go to the shop then the best thing to attempt to do is to go to the bloody shop. But if you want to have fun? Well, try it now. It really doesnât work. So what can you do to âhave funâ? Well, thereâs sports, catching up with friends, learning new maths and a whole host of other things. Notice a common element - none of them have âfunâ as an objective. Sports may be fun, but donât âplay just for funâ. Play to win. You play to score points and stop the enemy scoring points. If youâre catching up with friends and you want to have fun, where exactly does that lead you? Probably nowhere. You might be better off seeing where the conversation takes you. If youâre learning maths, donât go with whatâs fun. Who knows what maths is fun before learning it? Better to work at examples quickly and look at why things work as they do. By the end of the night, you might find youâve had fun whether you get all the right answers or not.
And itâs just the same with playing an RPG. The players start character creation and must choose their charactersâ goals. What goals should they choose? Well, if they just list fun goals, and a player likes combat, they might say âBob the barbarian wants to smash thingsâ. Thatâs a goal, right? But itâs not a very interesting one. A better goal might be, âBob the barbarian wants a necklace made of the bones of a thousand types of ferocious beast. Suddenly thatâs fun. When the beasts arrive, Bobâs not attacking them for fun, but for glory. The player did not wonder what, in RPGs, is fun. They wondered what a Barbarianâs goals might actually be.
When the players are asked by a local guardsman to guard a shop overnight and one of the players starts making obvious jokes at the guardsmanâs expense, thatâs a problem. Itâs out of character, derails the mission and draws everyone out of the game. But if the playerâs supposed to be having fun (and they are), whatâs the problem?
And if players find magical items fun, why not hand out more? How about ten magical items, per adventure, to each player. Surely this canât fail to be fun.
When an adventureâs over, some GMs ask, âDid you all have fun?â. I feel thatâs the wrong question and not a reaction you should want. In a horror game, the players should have been terrified. In a game of high adventure, the players might feel overwhelmed by the enemy. In a distopian, futuristic RPG they might feel angry and frustrated at the powers that be. In a fantasy RPG they may feel worried about their lost companions.
Notice that in each case they are feeling something about the game, and it does not really matter what. So long as their attention is directed in-game and they are engaged, the exact type of interaction is less important than the level of emotion. By way of comparison, consider a book. Do you ever actually âhave funâ, while reading? Just what on earth is âfunâ meant to feel like? You might hate the suspense in your book, or despise some of the characters. You could end up feeling really shitty about what the characters are up to, but as long as you are fully engaged with the book then thatâs a good book.
At the end of the day, itâs engagement that counts - the players must buy into the stakes and must care about the results. Talking about âfunâ means talking about a non-game concept. It detracts from the game. It asks you to come away from the story, look at it from afar and examine it under a microscope. If youâve finished the nightâs tale and youâre wondering if you had fun; you havenât. But if everyone is fretting about the next instalment or basking in the glory of finally getting that bastard of a sheriff then the story has proven itself worthy.