While I’ve been groping around for the tools and language for HTT (the High-Trust Traditional style of play) for as long as I’ve been a gamer, I’ve only blathered about 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 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 (a bit from Call of Cthulhu, a bit 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 HTT modules I’ve designed for publication (Big Dice Games publishes both Toast of theTown 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. 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.
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 what most of those HTT-supportive Twilight: 2000 modules are mostly 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, never 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 the lion’s share. There are some tangents in the weeds (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 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 all those Lexicon posts were laying the groundwork for. This is my favorite kind of RPG.
It’s also 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 club. With burger nights.
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’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.





