What should the metrics for a successful (or failed) game be?
I stared to write a reply in his comments section but it got so long it seemed like a blog post all its own.
A successful game:
- We had fun. Fun = surprises, laughs, and cool moments that made us say, “Dang! That was awesome.
- The game helped us have this fun and didn’t just sit there like a limp fish or actively get in our damned way.
- We sought the game’s mechanics out and interacted with them aggressively.
- When we weren’t sure what to do next we had an easy reference that inspired us:
- Demon’s Needs
- the next room in the dungeon
- exciting consequences to player actions
- a complication due to a failed roll
A failed game:
- Whenever I feel like my time was wasted or that creative input was wasted.
- When the game get’s in our way of having a good time and making up cool shit.
- I don’t have fun when I feel like I am avoiding the mechanics. Sometimes this is because the game is weak, other times I just don’t know the game well enough and need to brush up on things.