When you sit down to run a game, you don’t need to give a whole lot of thought to how that game was designed. Doing so has no practical payoff for that game session, at least not in the same way that an extra ten minutes statting NPCs or reviewing your notes has a practical payoff.

So why think about game design at all, if you’re not designing an RPG?

Because thinking about game design can make you a better GM.

First, a quick digression: I played Texas Hold ‘Em poker last night for the second time ever, and before the game our host laid out every type of hand in the game on the table and gave us a quick tutorial.

The first time I played (a month or so ago), I couldn’t really see how my hand related to the other hands that could potentially be out there. Once I saw them all laid out in front of me, though, the light bulb went on and my understanding of the game went way up. I started seeing the interconnectivity between the different elements of play — my hand, the other players’ hands, the flop, bluffing, etc. — and that made a big difference. (Of course, I also lost all my money, but that’s not the point!)

The situation isn’t exactly the same in terms of gaming, of course, but I find that thinking about game design has a similar effect on my understanding of, appreciation for, and ability to tinker with and improve the games I play — and that’s a good thing. (This is also the reason that TT has linked to several game design blogs from the get-go: there’s gold in them thar hills.)

There’s also a bit of convergence at work here: on top of the poker game, I just found out about (and started reading) a free e-book called Design Patterns of Successful Role-Playing Games (direct link to .zip file) by way of a post on The 20′ by 20′ Room.

This e-book posits that game designers can learn a lot about their craft by applying design patterns — approaches to common elements that have been proven to work — used in successful games to their own efforts. By understanding how successful games have tackled these common issues, you can clarify and improve your own ideas about how they should be handled.

That’s obviously a very truncated summary (this draft version of the book is 261 pages long), but it’s enough to tie it into the topic of improving your GMing by thinking about game design. I firmly believe that even if these two things are true for you:

  • The rules for the game you’re currently playing function well, and don’t need tweaking.
  • You have no interest in designing an RPG.

…you can still benefit by thinking about the way the games you play are put together, as well as how they relate the way other games are designed. (If either A or B is not true for you — if you’re playing with a dysfunctional set of rules, like AD&D 2nd Edition, or if you are designing a game — of course, then thinking about game design has other obvious benefits as well!)

Here’s an example: in D&D, the PCs only get experience for killing (or otherwise eliminating the threat from) monsters and hostile NPCs. Not for exceptional roleplaying, not for achieving story goals, not for taking the game in surprising new directions (some of which are handled as optional rules) — just killing monsters.

That’s one of the core design elements in D&D, and by looking at it on its own you can see how it forms the basis for many of the game’s other rules — in fact, it’s the driving element behind the way the game is most commonly played. There are certainly other ways to play it (for a good related post on that topic, check out What game was that? on The Mighty Atom), but if you don’t change D&D’s rules at all, the game centers around killing things — the core idea expressed by the advancement system — and taking their stuff (the rules for which are derived from the first central idea).

After looking at that aspect of D&D’s design, you might make any number of decisions about gameplay: you might opt to include the optional rules for awarding XP for activities other than killing monsters, for example — or you might decide that you don’t really want to run a game about killing monsters at all, and play something else. That’s an oversimplification on several levels, but I think it’s a pretty good example nonetheless.

Most RPGs don’t lift the hood for you, design-wise — they don’t explain that they’re supposed to do, and how they do it, in other words. But by thinking about the way games are designed (good ones, bad ones, games you don’t play, etc. — it’s all fair game) you can learn a lot about what you like and dislike about them, and about how to bring out the things that are fun for your group and discard the stuff that bugs you.

Do you already do this with the games you play, or are parts of this idea new to you? If you’ve got stories about how thinking about game design changed the way you GM, I’d love to hear them!

(This post is part of the Blogging for GMs project — you can check out the others in the Blogging for GMs Project category.)