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Engagement Friction – Things That Can Wear Down Your Campaign

Last month, I wrote [1] about overcoming engagement inertia and how to get your game running to a point where it becomes exciting enough that the interest and engagement in the game help to keep it going. In that article, I talked about frictions that if left unattended can wear down that engagement force to the point where your game could fade away, as players lose their engagement. So let’s keep this strange RPG Physics metaphor going and talk about friction. 

Engagement Friction

Friction, in physics terms, is “the resistance that one surface or object encounters when moving over another.” That resistance causes the object to lose its velocity and, if it’s high enough or goes on long enough, causes it to stop.

Engagement Friction, in RPGs, is a situation or environmental element that your game encounters as your campaign progresses that can lower engagement and eventually cause your players to become disengaged (or disinterested) from the game. These are typically negative things that are going on that can eat away at the engagement of your game.

Engagement Friction has levels of the resistance it creates, that is some frictions do not wear on engagement as much as others. Some frictions are constant and some may arise and then fade away. So on a continuum of frictions, the worse would be long-lasting, high frictions, and the most manageable would be transient, low frictions. 

Common Frictions

So let’s look at three common frictions that arise in games, and at the same time, talk about things that you can do to mitigate these so that they are not as severe or don’t last for a long time.

Schedule Disruptions

Disruptions to the gaming schedule are very common frictions, as we all lead complicated lives, and from time to time games get missed. In setting up your game, you discussed the frequency in which you would play, and that expectation gets set in the group. It is pretty common that as the next session comes up, everyone gets excited to play. When a schedule disruption occurs, most often in the form of a canceled game, you generate a little friction. 

Now if the schedule disruption happens only once, it’s a small and transient issue that will have more effect earlier in your campaign than later, before you have overcome that emotional inertia. Where this friction becomes a real problem is if you have multiple disruptions in a row. Then the friction begins to grow exponentially. In a bi-weekly game, missing a session means waiting two weeks for the next session – miss three sessions in a row, and a month and a half has passed.

Now some groups have pretty stable game schedules that are assailed by the occasional emergency or business event, and for them, this is not a large problem. Other groups have more instability, with people who are on-call, new parents, people who have changing work schedules, etc. These groups are far more prone to this kind of friction. 

Here are some ways to combat schedule disruptions:

Player/Group Issues

One of the largest frictions is when there is a problem among the players. It could come in the form of one player or it could be cliques of players, etc. The issue could be play style, attitude, relationship issues between players, etc. (Note if the issue is safety, as in someone is not safe, that is different and needs to be addressed aggressively and separate from the advice below).

 Group issues often start small and when not addressed grow over time until they grind away everyone’s engagement in the game. 

Group issues often start small and when not addressed grow over time until they grind away everyone’s engagement in the game. In many cases, we wind up being too polite and hope that the irritation will go away the next time we play. We avoid confrontation rather than nipping things in the bud. In many cases, dealing with something early can often prevent it from blowing up into something that grinds the game to a halt. 

Here are a few ways to deal with these issues:

Monotony 

Sameness, repetition – these will slowly grind away at your game from both sides of the screen. For the players, things become predictable, and with that their chance of surprise and the excitement that comes with it drops. On the other side of the screen, for the GM, you grow bored, and your intensity in presenting the world drops. 

Monotony comes in a lot of forms. The first is in the core loop of the game. If the game is only about exploring dungeons, then eventually this will become monotonous. Or it could be at the encounter level, with the opposition the characters are facing. If the characters only ever fight the Obsidian Footmen and never see an Obsidian Knight or Horseman, things will get boring. 

Another form of monotony comes from the game system. Some systems are more complex than others or offer more options than others. In some games after a dozen sessions you have explored most of the gaming options, and in others you have barely scratched the surface. When the system becomes monotonous it starts to feel mechanically boring. Everyone is doing the same things, has the same character builds, uses the same options in combat, etc. 

There are a few things you can do to combat monotony:

High Speed…Low Drag

Keeping a campaign running is not an easy task. There are a multitude of forces that are acting against it grinding down everyone’s engagement. But as the old GI Joe PSAs taught us, “Knowing is half the battle.” Knowing about these frictions allows us to look out for them, and to take action to combat them, and in doing so we can reduce those frictions and keep our games running. 

How about you, what do you do to combat these common frictions? Which ones have worked for you? Which ones do you still struggle with?