Feeling the Heartbeat of HTT, and the Cumberland Style
While I’ve been groping around for the tools and language for HTT
(the High-Trust Traditional style of play Cumberland is devoted to) for as long as I’ve
been a gamer, I’ve only blathered about it openly since the days
of Google Plus, that platform Google hit-and-quit back in the
day.
And my methods of trying to convey what it is have changed
over the last 15 years or so, as dozens of perfectly-clear-to-me
explanations have crashed and burned. Often, it’s mistaken for some
tangentially-related idea. “Oh, you mean sandboxes!” No, if I meant
sandboxes, I’d just say sandboxes. “Oh, you mean FKR!” No, if I meant
FKR, I’d just say FKR. “Oh, you mean immersion!” No, that sounds
comfy but it’s not what I mean. And so on.
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| It's often the case that we round to the nearest familiar idea. |
Sometimes, not often, someone will be like “Oh, you mean … basically every Trad RPG ever.”
And … kind of! That’s closer! It’s still not there,
but it’s more true than the others.
Because if you play any trad RPG long enough, you’ll have HTT
moments. Depending on the prep-habits of the GM, and the
roleplay-focus of the table, they’ll be more frequent, or less so.
HTT is about designing to support those moments as more than
moments: they can be the dominant mode of play. Sessions or campaigns
made of HTT moments. Or, as close as we can manage! It’s
soup.
If that sounds mushy: yep. This is a spectrum of emphasis.
It’s not about hard white lines. It’s not remotely puristic. It’s about
wanting more of a thing, and recognizing that there are others who want
more of a thing, and recognizing what kind of RPG design
supports that desire.
So, You’re Like Someone Who Loves
Pickles on Your Burger So Much That You Pile Your Burgers With
Pickles?
Yes I do and yes, I do.
But back to RPGs.
Thirty-something years ago, I thought the heart of what I love in
RPGs was Tactical Infinity, and I said so, on convention
panels, in correspondence, and eventually named it in an article. That term has
even gained traction over the years, in some of the other RPG
neighborhoods.
But I was only partly right, and it took nearly ten years
(because I was eyeballs-deep in the industry for that time) to
appreciate the emphasis that phrase was missing. As I noticed exactly
what that was, I happily expressed it in my work, from Vanth to
Uresia to the Risus Companion and beyond, though it crystallized, almost
entirely, in the early Fly From Evil runs.
Once I started supporting more than just Tactical Infinity,
those magic moments started flooding every session.
And, ridiculously, it was just … character. Character
nature, character values. The phrase I needed, to honestly
describe the design I needed, was Characterized
Tactical Infinity, or CTI to
save some typing.
But Isn’t Tactical Infinity Already
Characterizing?
That’s what I had been hoping, but the answer is: sometimes.
Not always and, honestly, not usually. Not with a great deal of depth,
if it’s unsupported by anything but attitude. I mean, great
roleplayers are going to be great without support, but without
support, their great roleplaying is often reduced to decoration, atop
the gameplay.
That’s what I meant about the GM’s prep habits, and the table’s
roleplay focus. Those can turn the “sometimes” into some
version of “pretty often,” or more. Or, in many cases, a whole lot
less. When it’s a whole lot less, that’s Low-Trust Trad,
or LTT. The bulk of 80s and 90s RPG material were designed around the
mushy middle ground, regular old Trad, or Medium-Trust Trad.
That’s also, I think, where most campaigns landed: somewhere in that big
ol’ middle, where pickles are something on the
burger.
My own work for the RPG industry (my GURPS
and Star Trek stuff and so on) was almost
entirely MTT, with a few LTT jaunts as the work demanded, and some
visible yearnings for HTT.
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One of the social-media graphics I use for introducing folks to HTT. |
So You And Your Gamers Sit Around
Talking Like This?
Oh! No. Very much no.
This isn’t table terminology at all. We don’t have or
need any special table terminology. We just show up and
roleplay, the GM is a regular GM doing the regular GM things. We put our
d8s on one leg at a time, like anyone.
In fact, if we did show up to the table, determined, as
players, to “play HTT,” we would fail to do so. Ironic but
true. Only roleplaying gets us there. We show up to roleplay. Our
characters’ perspectives are all we give a wet slap about, in
play.
The GM alone can support the leap from that to HTT, and it
won’t get there by us blathering about it at the table. The GM
gets it there through prep.
The wonky language is design stuff. Crafty stuff. Its only
value is to RPG design, and it’s mostly about scenario
design, specifically (with a dash of worldbuilding).
Because the mushy middle isn’t some compromise. It’s the
logical consequence of trad’s own shape and nature, and, frankly, MTT is
awesome. If I could play in well-run MTT campaigns for the rest of my
life, I’d be pretty content. I’d still feel that extra-special
tingle in those HTT moments, but, with a good GM doing
old-fashioned 80s-and-90s-style prep, those moments would be frequent
enough.
Oh. Is That Nostalgia I Smell?
It’s mostly pickle juice. But generally, a firm no in the
sense that I’m not interested in returning to the 80s. For one thing
(and it’s a big thing) most of the HTT-supportive game design from the
80s and 90s was for military sci-fi (games like Space
Master and Twilight: 2000 had
scenario libraries where maybe 20% of the scenarios were HTT), and … I’m
cool with military sci-fi, I am. But it’s not my jam. We had HTT support
from other quarters as well (some great [old] ones from Call of
Cthulhu, a few from the short-lived Flashing
Blades and others), but it was mostly orbiting the sci-fi
bang-shooty.
And, frankly, they got to HTT for their own reasons. So, their
designs don’t serve as any kind of ideal for me. I’m glad they
exist, to study. I’m glad they exist, to game with. But they’re a bit
musty and moldy, and don’t address my own needs as a roleplayer in ’26
anymore than they did in ’86.
So, is this a thing from olden gaming times? Sort of. It has roots in
the back-then.
But is this about nostalgia? No. This is about building things those
fine folks never imagined, and maybe never would have wanted.
So when you look at the post-industry modules I’ve designed for publication
(Big Dice Games currently publishes both Toast of the Town and Slimes in Blossom Grove,
and both are free) they won’t seem very Space
Master and they shouldn’t. They’re frothy, humanistic
swashbuckly pulp-fantasy. Familiar Sights,
which I designed for a YouTube run last year, is a kind of dark-heroic
horror fairytale. I’m working on designs right now that are like those,
but also 1930s private-eye adventures, post-nuke adventures, superhero,
comic space-opera, and others. I’ve got some that are just cozy stuff
like trying to help a friend have a great birthday.
And sadly, I haven’t yet found a single 80s or 90s HTT
fantasy adventure. Pendragon had some HTT-ish seeds, but never a complete module. A few of the MERP
modules peer close, then dance away, skittishly. Groovy works like
Rough Night at the Three Feathers have the
variables, but they’re charged situations rather than problems,
and so on. "Situations Not Plots" doesn't get us to HTT.
So, I don’t have much to be nostalgic for, except for some
excellent GMs who first showed me this style at their table,
because they happened to GM in a way that supports this, and they did it
so well that I could never stop pondering it.
So I’m not having any 80s or 90s over here, except as a cadaver to
dissect.
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| I call this one the Square of Gameplay. |
So This Is About Designing Frothy Fantasy Adventures Shaped
Like Twilight: 2000 Modules?
I mean.
Sometimes.
Sometimes, yeah.
But also, shaped around a different set of actual priorities and
design goals. And shaped around whatever genres and modes and tones we
want at the moment.
So, mostly no? But sometimes.
“Infinite Character Tactical
Wossname”
Absolutely. “In-character creative problem-solving” is
another fair phrase, if that’s cozier. I’ve written about
Tactical Roleplaying before, and I’ve written about Characterization
before, so if you’ve got those things down, you’ve got all the
pieces. Let’s assemble the whole:
- Characterized: Gameplay reveals, exposes, explores,
and challenges the nature of our PCs. To support this at the
design level, scenarios consist of problems built more around
values than capabilities, and the problems are
carefully designed to have no “right” approach, because if
there’s an objectively-correct answer, character has less room
to matter than competence.
- Tactical: Gameplay isn’t just tactical, it’s
crazy-richly-tactical, because the Invisible Rulebooks are the
main rulebooks, and they are vast. The facts of the
gameworld, the facts of the campaign so far, the facts of the scenario …
all of those facts form the tactical playground, and that
includes a lot of subtle and slippery facts, including a lot of facts
the PCs don’t begin understanding, and might never completely
understand. To support this at the design level, problems have
complexity, nuance, exploration, mystery, and stakes the PCs are likely
to be passionate about. Those stakes create the potential for outcomes
the PCs will consider more- and less-desirable, and from that, we get
gameplay.
- Infinity: Because the PCs are people (of
whatever kind; droids and ghosts and bunnies can be people too), they
can face problems however they want. They can try literally
anything, and because there’s a living GM ready to make the call,
literally anything can get a fair shake. What’s that
you say? You hit Superman with a baseball bat? It doesn’t hurt him! He
smiles warmly in response! You failed to hurt Superman! But you got a
fair shake. To support this at the design level,
scenarios consist of problems, and only problems. Rather than
impose events like encounters, or Hard Choices, or narrative
shapes, HTT scenarios are just the facts, about problems, usually
clusters of problems, all tangled-up in a yummy mess. HTT
scenarios are both fully open-ended and fully open-middled. We
do not design infinity and we don’t do infinite prep, because
we don’t need to. The infinity comes free in every box of trad. We just
support it rather than tamping it down. With problems,
we provide gravity-points worth orbiting, diving toward, or
sling-shotting around, instead of boundaries.
But That Does Remind Me of Sandboxes and FKR and Immersion and Stuff
And that’s reasonable. Those are some neighborhoods
nearby. The OSR, too - and some of what they do helps highlight why Characterized was the missing word, for me.
You can explore, and enjoy, and embrace Tactical Infinity
while still being only tangentially concerned with character. In fact,
you can, if you want, give zero shits about character and still
have a grand old time testing player skill, which is what some
OSR material is interested in, and it’s what a lot of LTT has
always been interested in, going back to classic
Champions modules and early Boot
Hill. Player skill + character capabilities =
game outcomes.
And, frankly, I think it’s a lot of what of those Twilight: 2000 modules are interested
in, too.
But because a lot of those designers understood that the
hard realities of post-nuke Poland is more nuanced than just
Good Guys with Guns vs. Bad Guys With A Functioning APC We Would
Like to Own, they cared about NPC motivations. They cared about
what it might take to get a post-nuke community going and what
might tear those communities apart. They understood the complexity and
importance of logistics and diplomacy, because those are what war comes
down to, in the end. They understood that, even in a war zone, people
need clean drinking water even more than they need ammo. They understood
that from small-unit tactics to whole-theater strategy, there are
always more things to consider than mere capabilities.
So, sometimes (about 20% of the time), they provided facts in so many
dimensions (military, but also social, cultural, legal,
religious, economic, and more) that they fired up the potential for
combinatorial explosion in exactly the way that drives the
cylinders of the HTT engine.
And I bet they had some awesome HTT moments. Even if they
had no use or need for that term.
Combinatorial What-Now?
I’m not a computer guy, but I’ve dabbled. Basically, combinatorial
explosion is considered a hazard if you’re making a computer
game. It means, in practice, that you need to control the number of
available choices, because choices combine, and they
multiply and compound one another … to the point where, if you offer too
many options, your software and your hardware end up with
insanely-multiplied needs. You can quickly reach a point where you need
something that feels like infinite code, and infinite RAM.
That’s why, in a videogame, things will often boil down to two or
three choices at a critical juncture, or shunt play into a contained
minigame environment where dozens of powers and weapons can combine, but
they can do so because they’re defined in very finite dimensions, like
damage and range and speed.
And it’s why, in a boardgame like Squad
Leader, you can’t sneak through the village dressed like
nuns unless the scenario hard-coded that option before play
began.
That’s why I say Combinatorial Explosion is the combustion that
drives our engine. Without a single line of code, and without a single
line in a rulebook, the PCs can try literally, actually,
anything. Because they’re people. Imaginary people! But we
don’t hold that against them, and we don’t limit them. We give
them complex problems, that matter to them, and then they create their
own approach, and get a fair shake, every step of the way.
So Let’s
See if I Got This. The GM Preps Problems, Then the Players Have to Solve
Them?
Oooh, so close.
The GM preps problems, absolutely. Nailed that part.
But then the characters (not the players)
do the rest. And what “the rest” entails is something we prep
for, but have no intention of controlling or limiting.
Toast of the Town is still, as of this
writing, the textbook example of what I personally mean by HTT
design. One of several problems in that adventure’s cluster is
that Dolemon Drake, the villain, has gotten away with murder, before the
PCs even arrive.
So if the proper formulation was that the PCs “have to solve” the
problems, that would mean that groups that fail to solve
that problem would be doing something poorly.
But that’s not at all the case. That’s why, in
Toast, I wrote about one table of playtest PCs
who teamed up with Drake to save the lives of the people he’d
convinced the townsfolk to go butcher. They chose to help him get
away with the murders he’d already committed. Because they cared
more about saving the still-living than avenging the already-dead.
That’s not failure, and it didn’t feel like failure, to the
PCs (or the players). It felt like triumph.
And I’ve GMed that adventure for 30-something tables, and it’s gone
30-something different ways. Every group endeavored to solve the things
they cared about. Many groups have sold some of the problems down the
river, to better solve others.
Yes, please.
In simple wargame terms: the PCs decide what their “victory
conditions” are. The module does not. The GM does not. The game rules do
not. The PCs alone do, according to the problems at hand, according to
their sympathies, according to their values, according to their life
goals and party goals, according to what they know and what they
think they know, and yes, according to their capabilities (just
one ingredient in a highly varied soup). And the GM is there to support
that. The GM has prepped, for that.
We, as players, trust our GM to prep stuff that matters to our
characters. The GM trusts us to roleplay with sincerity. Adventure
results.
Oh, That’s the Trust Part? I Was Going to Ask About
the Trust Part.
Yeah, that’s a big part of it. There are some tangents worth considering (self-trust, etc.) but that circle is the most important.
Basically, as a dedicated player who makes characters carefully fit to
this table’s group and this table’s intentions for
this campaign, I’m trusting that my efforts won’t be wasted,
that my roleplaying won’t be just decoration. As a dedicated GM, I’m trusting that I’ve got a table full of sincere, engaged roleplayers to prep for,
to serve, because in this style of play, “Game Master” is very
much a service role.
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A jokey little seed can't quite communicate everything, but it helps land the basic idea of facts that expand the range of PC action vs. those that constrict or prescribe. |
Hmmm.
I agree.
So What Was All This About?
I’ve been promising to write an article describing High-Trust Trad. Here we are. This begins what those Lexicon posts were laying the
groundwork for. This is my favorite kind of RPG.
I also created this post to highlight that, maybe, HTT isn’t what you want
at all. It might not be something you’d enjoy. The profile of the HTT
player … madly in love with both sincere roleplaying and with
creative problem-solving, fused together … that’s a niche
taste. Ditto the HTT Game Master, who finds joy in both substantial prep
and constant improv.
We each have our own passions, and in these post-trad generations,
“Tabletop RPG” means so many kinds of game, many of which bear
no resemblance to Trad, let alone High-Trust Trad. There are
RPGs now where you don’t even play a role. So it goes, and some
of those are great! There are games out there for everybody,
and there are hundreds of new ones every year.
But if something in all of this (waves hands vaguely at all of
this) sparks a familiar fire in you … I’m preparing to consider
beginning to think about emerging from the cocoon I’ve been in for a
while. Been building a body of work, and it’s all about this.
Adventures, resources, that new fantasy world, design-technique book and
articles, yadda. Some of it amounts to a textual museum, for
those curious about this design form, as it was and how it might become,
and I’m hoping to someday have a little adventure-design club. With burger nights.
Going forward with several things in the works, I'll distinguish at need between historical HTT (works designed by others from approximately 1982 to 1997) and the Cumberland style, to which I've been privately devoted since Fly From Evil, and publicly since the free Uresia modules cited above.
In 1993 I thought that “Tactical Infinity” described what I was
about. And I wasn’t wrong, I was just missing the why. I was
missing the answer to the question: what’s that big ol’ infinite
possibility-space for?
If it’s stocked with the right ingredients, we can use it to serve up
that magical fusion, where roleplaying is the
game.
I'll maintain this post as a living document for understanding the Cumberland style, updating it at need. I’m ghalev on Discord; hit me up to try my free, all-text,
1-on-1 adventure-design workshops, or drop me a line at
blogmail@cumberlandgames.com. If you've published HTT-supportive works of your own, I really want to hear from you so I can help promote and celebrate them! And heck, as long as I've finally posted "the long version," here are additional shorter-version graphics from over the last 15 years: