What "Scenarios" Do In RPGs
I’ve been thinking about scenarios and railroading and ease of GMing.
Let me take a step back. GMing is hard. It’s not so hard that people don’t constantly just learn how to do it on their own but it’s hard enough that many people don’t do it. It’s also hard to talk about how hard GMing is because GMing isn’t the same thing. Different playstyles demand different skills. Different prospective GMs have different expectations for what they want to achieve.
But to me, the fundamental problem is the strength of RPGs: anything can happen. Tactical infinity, if you will. So how do you ever get comfortable with that? How do you prepare for everything?
The solution to the fundamental problem is pretty fundamental as well: you have to limit the possibilities. The typical way to do this is through your scenario. In fact, that’s the main thing a scenario does for you. The logic is simple: if the whole adventure happens in this 5×5 square, then you don’t need to improvise what the weather is like in Klatch.
The next thing a scenario does is help you envision an ending. In a location-based adventure, what’s at the end? In a monster hunt, there’s the monster. In a mystery, there’s the answer. The less obvious the ending, the harder the scenario is to run. Or to put it another way, the easier it is to hold the shape of the whole scenario in your head, the better.
If you’re interested in adventure or challenge or problem-solving, a dungeon with a clear goal (get the treasure) is great because the possibility space is literally bounded by the walls. Players aren’t going to ask to speak to their childhood friend, Zorp, or try to start a flying carpet business. They’re going to only engage with the ingredients listed in the recipe. Expanding this a little: What’s the difference between a dungeon and a long winding road through the desert? Or a creepy forest with a monster in it? The physical constraints are a little less obvious and the scenario becomes incrementally harder to the same extent.
But what about the GMs who imagine their games in terms of genre and narrative and not challenge? Here, the solutions are less well-theorized. All my favourite story games are all big lifts but not because the rules are more complicated necessarily. But because they don’t offer an easy way to limit possibilities into something manageable. They might come with scenario starters but they don’t tend to be starter scenarios. They don’t tend to be bounded enough so it’s easy to hold the possibility space in your head.
When I discussed my Blades in ’68 game, I explained my scenario: Suicide Squad-style team of criminals gets charged with killing 5 villains before they destroy the city in 5 days. I did this to make the game easier for myself. This scenario has organic limits: space, time, people. You can politely explain to players that no, there isn’t time to invent a whole new type of bomb. If they don’t stick to task, their handlers will chase ’em down with prejudice. (They can choose to abandon the mission of course but that’s a sign the whole game isn’t working. Time to talk.)
I. Dear Reader, I’ve been thinking about scenarios and railroading and ease of GMing. Let me take a step back. GMing is hard. It’s not so ha

















