What are the types of choices a player can make an an RPG?
Edit: great start, I didn't proofread the title.
This may be a bit meta but hear me out please.
When designing mechanics, magic items, classes, etc, for an RPG we come up with all sorts of cool ideas like once a day you can do x, or when activating x ability you get do y action but are at risk from z problem. These two are very different types of choices that a player has to make.
I'd like some help creating a list of some of these choice types, maybe even with some psychological examination of each, in order to pick and choose what to add to my (our) RPGs, as I believe that choice is the primary reason for playing an RPG. (right?)
Choice types:
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Spend now or later - any ability, item, etc of limited use that the player has to decide if the current situation is worth spending it on. This may lead to the player hoarding potions or ending the day with unused spell slots.
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Advantage at a risk - any mechanic that gives the player an advantage but increases the risk at the same time, like 5e barbarian's Reckless Attack that gives you an increased chance to hit but with an increased chance to get hit. These types of choices are my favorite as the choice matters every time, and the player has to weigh the risks every time.
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Push your luck - Similar to advantage at a risk but I think the choice is a bit different that's why I'm including it separately. One implementation could be: PC either already rolled or is about to and the GM says: roll with disadvantage if you want and if they're both successes you crit. Can make tense moments even more tense.
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Delayed dis/advantage - The player elects to take a penalty now for an advantage later, or vice versa. This is a really awesome idea. Like a devil's bargain. I did read somewhere of a sort of meta currency called "conviction" - when you do something characteristic to the PC you're playing that puts the party at a disadvantage (like alms if you're noble, or insulting the king) you gain 1 conviction (can't have more than one) and you can spend it later for a mechanical benefit.
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Character build choices - The choices the player makes upon character creation or advancement. Examples include races, classes, backgrounds, backstories and so on. This is actually a pillar of gameplay for most systems out there, it's so ingrained that I didn't even think to add it here initially.
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Narative decision/control - Either present or in retrospect the GM places the burden of explanation on the player. E.g: The player asks: does my character know X? GM: Does he? And if yes how?. This is the type of choice that empowers players but some of them that aren't used to it may get deer in the headlights syndrome as they aren't used to be storytellers, but I think it can lead to a greater interest in the setting and their characters. See this great answer for more detailed examples.
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Moral dilemma - The best kind of narative type decision imo. If a big decision point is coming up but the decision is easy than it won't be as memorable. Fight for the city or join the invading orcish horde? Easy. Fight for the city of corrupt slave trading nobles or join the invading orcish freedom fighters? Bit more gray.
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Broad options, narrow resources - The player has a limited number of resources and must choose from many good alternatives. This may be which feat to pick or which noble house to support, which buildings to build in their town, etc. Very common but easily overlooked type of choice.
I'm sure there are other types of choices but I can't think of any at the moment. I would appreciate any input from the community, and I will expand the list using your answers.
Edit : wow, lots of great answers that I wouldn't have thought of on my own. I'm adding links to the answers that helped me with the list. List updated! Thanks everyone for your help!
Posted Sep 26, 2021, 6:54 AM UTC · edited
Just pointing out here that you’re conflating player IMPACT on the world with LIMITATIONS.
You could for instance have a narrative ability (‘you know a reliable friend in any settlement’) that is spend-now-or-later (‘usable twice per game session’).
You have listed diegetic and non-diegetic impacts. A non-diegetic impact would be one making explicit use of the game system (‘Gain two stress’, ‘act twice this round’, ‘Mark d6 damage’). A diegetic impact would be a change happening directly in true game fiction (‘you know someone important’, ‘the baron loves you now’, ‘declare an NPC who can’t act against you until you say so’)
What a non-diegetic choice would look like depends a lot on your system.
Hmm, I see what you mean. But having for example a once per week ability to heal some damage or an NPC you can ask a favor from once a week is the same type of choice of "spend now or later" but one is non-diegetic while the other is. (I think, I just looked up the term after reading your comment)
Yup, you've got it!
I suspect you're thinking a little mechanistically about player 'choice', and thinking primarily of 'game mechanics'. You've really folded a lot of sub-categories under 'narrative control'.
Different systems have dealt with diegetic player choice in different ways. Apocalypse World, for instance, gives the GM a list of MC Moves which are all supposed to provoke players to make choices within the fiction.
From 2nd Ed, those moves are:
• Separate them.
• Capture someone.
• Put someone in a spot.
• Trade harm for harm (as established).
• Announce off-screen badness.
• Announce future badness.
• Inict harm (as established).
• Take away their stuff.
• Make them buy.
• Activate their stuff’s downside.
• Tell them the possible consequences and ask.
• Offer an opportunity, with or without a cost.
• Turn their move back on them.
• Make a threat move.
Now, some of these seem to offer explicit choices and others seem like consequences, but the philosophy is that these GM Moves are meant to create a 'Moves Snowball', where the players are continually given new situations to respond to and make choices.
Similarly, the OSR movement is very big on given players 'choice', and only occasionally relies on mechanical options (PC abilities, rules) to do it. Whilst there can be slight differences about the OSR 'philosophy', this post on Information/Choice/Impact gives a pretty good overview of how the OSR play loop is giving players information so they can make a 'choice'.
Other examples of diegetic choice would be offering players various degrees of narrative control. There's control purely over what the PC has experienced in the past ('Tell me about a time you faced an Elder Dragon before, and one lesson you can use here'), control over the immediate setting ('What two initiation rites do the Water-folk practice, and why are they dangerous for you, now?'), and control over outcomes ('You've rolled high enough to defeat the guard. Tell us what happens now.')
Summary: Diegetic moves can also offer players 'choice types', but they wouldn't look like mechanical options like a dice pool or roll with Advantage. To some GMs, some forms of diegetic 'choices' might just look like 'good GM-ing', but if you want to be explicit about 'player choice' they all matter.