Gaming

Making an Ass out of U and Me

There are things I assume at the table that I rarely state out loud or consciously think about. They aren’t rules, and I do not think of them as expectations so much as background conditions. They shape how I run games, but I only really notice them when they are missing.

One of those assumptions is that players will make choices based on what feels right for their characters, not on what is safest or most efficient. I tend to frame situations in a way that invites that kind of decision, and I am lucky that none of my playing groups works against this. To be honest I’d be surprised if someone plumped for the optimal move instead. It is not wrong, but it does change the shape of play in ways that feel wrong.

I also assume that consequences will be taken seriously. Not grimly, but sincerely. If something goes wrong, I expect it to matter for more than a moment. I don’t make this explicit, but it informs how I describe outcomes and how I let situations carry forward. If a table treated consequences as temporary obstacles rather than lasting changes, I would feel the need to adjust.

Another quiet assumption is that uncertainty is acceptable. I am comfortable leaving questions unanswered and situations unresolved, at least for a while. I tend to think of that space as fertile rather than frustrating. Not everyone shares that instinct, and I need to keep an eye on things to make sure antici….

..pation doesn’t turn into frustration.

None of these assumptions are universal, and I am not convinced they should be. They are just part of how I approach play. Most of the time they align well enough with the group that they never need to be named.

I’m so lucky with my groups that I’ve never had to figure out what I’d do with a group of best choice only, shrug at adversity, subtext haters – but I suspect I’d walk away.


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