Posted January 31, 2025 by Gem Room Games
#dan #game design #theory
This probably isn't a new idea, but this time Dan is writing it!
Recently Vincent Baker posted a useful thread describing how the various Apocalypse World playbooks create problems they don't have the tools to solve.
I love this thread because it's full of good problems. Problems aren't good for the characters, obviously, but they're great for the playing of the game. A single good problem jumpstarts the conversation of play, and a lot of good problems create opportunities to make interesting choices.
As definitions go, "Problem: a matter or situation regarded as unwelcome or harmful and needing to be dealt with and overcome" is perfectly serviceable, but covers a lot of things we don't necessarily want to introduce in play. Problems should be (or should threaten to create) unwelcome or harmful situations, but the nature of that harm needs to be contextually appropriate. Problems should need to be dealt with and overcome, but the manner of the overcoming needs to be similarly aligned to the game we're setting out to enjoy. Mundane chores and uncomfortable status quos absolutely have their place, but neither is a Good Problem.
An aside on Opportunities: Some people are fond of saying that Problems are just Opportunities, but for our purposes I want to be very clear on the distinction. An Opportunity absolutely has the potential to be a good Problem, but only if the agony of missing that opportunity is sufficiently sharp.
One of the things I judge a GMful, adventuresome tabletop RPG on is their ability to serve as a Perpetual Problem Machine. I should be able to put a single good problem in and have infinity problems come out. The engine works something like this:
And so on until scheduling conflicts bring it all to a close. There are a lot of ways a game's system, its setting, and its adventures can keep the Problem Machine running. They can shape and inspire player desires, they can create delicate status quos for the players to interrupt, they can create guard rails to keep the GM from prescribing solutions. As long as I walk in with one problem and walk out with 3, I'm happy.
A non-exhaustive list of attributes that indicate a problem is a good one:
I was hoping this list would make a fun acronym, but most of these are vowels.
After session zero, when characters are fresh and unplayed, when nobody knows what they want or how the world even really works yet, after the opening crawl has finished and the camera pans down to our heroes, its time to give them a problem.
I personally recommend placing asking them how they came to find themselves locked in this burning building.