Welcome to the Blog Book Club. This week we are reading Proceduralism by Brendan S of Necropraxis.
Next week we are reading Towards a Taxonomy of ‘Trick’ Monsters by Gus L from his old blog Dungeon of Signs.
You can see a list of previous blog club posts here.
This blog post defined a procedure as “the degree to which a game directs your actions as a player or referee”. What I often see discussed online is more like a sequences of rules that influence outcomes of a game in a thematic direction.
This blog post was a good read, but I was left wanting more and this just felt like a starting point. So I set out to explore the blogosphere and get a better handle on what the hell we are talking about. I like this one by Warren of Prismatic Wasteland: What even is a procedure.
I’ll now attempt to detail my recent interactions with procedures.
In my 5th edition D&D days I didn’t have much to do with procedures outside of combat. Overall I found the play culture resistant or indifferent to procedures. Its part of what makes this game feel like a free for all to me. However, there was a decent amount of GMs I knew homebrewing 4e style-skill challenges into their games. That’s definitely a procedure. By contrast, my experience running OSR-inspired games feel more structured moment to moment. Instances of classic OSR procedures I regularly employ are: reaction rolls, morale checks, random encounters, and dungeon turns.
There are other procedures that are more hotly debated. Let’s take Shadowdark. What people notice off the bat are its procedures aimed at centering the dungeon crawl experience. 1 hour real time torches and the always-on round table initiative are two of the most apparent (and divisive) procedures. I think people who already know how to run and play dungeon crawls sometimes chafe at these, and don’t need the structure. I’ve found these procedures help newcomers channel their energy in productive directions (looting the dungeon). I state this to say that procedures can be a help or a hindrance depending on your point of view. I am generally a proponent that groups should adjust games to suit their needs. We should add procedures to campaigns when things aren’t working as intended and remove existing ones that get in their way.
Recently, I’ve been running Mothership and I’ve observed that its procedures support an effective gameplay loop. The game involves more dice rolling than I am used to after several years of OSR training, but its all in service to the horror genre. Moments of tension and failure build up stress scores of characters. Horror movie moments lead to panic checks that are worse the higher the character stress levels are. Shore leave mechanics help transfer this trauma into resiliency providing an upgrade mechanic while allowing players to relieve their stress and allow cycle to begin anew. I approve of how one procedure flows into the next.
At the end of his post, Brendan mentions a procedural axis and I find it strangely echoes Old School D&D alignment. Some people are aligned with law; they want a procedure for everything they feel is important, some seek balance aimed at load bearing procedures with minimal rules overhead, finally others revel in chaos and want as few procedures as possible to guide gameplay.
What do you think? Either about the original blog post or your own interpretations of what a procedure is.