Transneptune Games

warm games, cold nights

The bones and the flesh

I’ve been continuing to playtest Arcadia. It’s been going well, but the most recent playtest was that particular kind of frustrating and unsatisfying that a game designer sometimes seeks.

Clearly, some of the gears were slipping. This mechanic here wasn’t quite interacting right with that mechanic there, as the GM I had a hard time pushing for certain kinds of complications, et cetera. And so, I began to reach for the tools to which I am most accustomed: I began to tweak the crunchy bits.

I had to grab myself and pull myself back. That’s not where the problems were. I’ve gotten the design to the point where the problems are in the “soft” pieces, the “content”, the flesh on the bones. And so, if I’m to move this design forward, what I need to do is not change what you do with cards or tokens, but rather change what the cards and tokens and such mean.

I think that this is hard for those who, like me, are systems-minded, programmery people. The flesh always feels like something you can kick down the road, and do later. It’s not, really. You can’t see how your bones work without flesh on them—hell, you can’t always even see how they should be arranged!

And yet, for me, the flesh is also why I play. Without a compelling list of questions on the Read a Person move in Apocalypse World (to take one very arbitrary example), that game wouldn’t click the way it does. The two sides need to support each other, to be sure—flesh without bones only works if you’re an octopus! But the flesh is the part I tend to undervalue in my design work, so it’s the part I focus on.

Well, no, that’s not right. I don’t undervalue it. I fear it. I feel like that’s the place I don’t know well, where I don’t have analytical tools to bring to bear.

So, I stumble through it. What do you do? How do you approach the “soft” side, the flesh?