Tuesday, March 18, 2025

Unfinished Business: Complicating Resources Like a Scene in a Film

Many games give players “resources” as an extension of character creation or advancement. Some of those resources are people. Family members, former colleagues, friends, and so forth.

It can be difficult to introduce these resources into the game in an evocative, dramatic, interactive way, because everyone knows that the resources are character features, and ludologically, not so different from a piece of equipment or a special ability.

How can we make these resources feel more like tangible elements of the fictional world? One way is to steal a trick from films. 

Imagine this scene in a movie; you’ve almost certainly seen it before. A character needs something to achieve their goals. Information, access, tools, whatever. They know someone who can help, but because of something that happened in their shared past, they are reluctant to reach out, and know this person will not be happy to see them.



Trainspotting 2

Why? 

The second-person subject in each result below refers to the PC in question, while the third-person object refers to the resource.

  1. Unpaid debts. You owed money or wealth of some kind. They may want compensation with interest; or may have decided that money alone isn’t going to be enough to make things right.
  2. You ended on bad terms. You argued, litigated, fought, or worse. Time has not healed any wounds, and they are ready to pick up the struggle where it left off.
  3. Your connection was more than professional. Bodies or feelings were in play, and they were either left hanging, or punished after you left. Their reaction to you will be complicated and extreme, and they will be very interested in what personal relationships you’ve made since.
  4. Respect has faded. They looked up to you, admired you, or perhaps saw you as the only "real" one. The circumstances of your departure or your long time away have dimmed that esteem. They don’t believe you still have whatever made you stand out back then. They will want you to prove it before they help you.
  5. Competing obligations. Since you last met, they’ve started a family, committed themselves to a cause, or otherwise entangled themselves in obligations that rival or overshadow whatever loyalty they once had to you.
  6. You’ve changed. They are disturbed by, curious about, or obsessed with how different you are since the last time they saw you. They’re going to have a lot of questions about what has happened to you and what you’ve done, and won’t take kindly to disambiguation. 
  7. Old rivals. Whether you were sparring in the dojo or performing on stage, you were their only real competition. They still think they’re better than you, and want to prove it before they offer any help.
  8. Left behind. You escaped. They didn’t. Maybe you thought they were as good as dead, or maybe you were just looking out for number one. They’re going to expect you to answer for leaving without them before they lift a finger.

As with any game element, these should not be punitive; if the resource is something the character earned through advancement or by virtue of their class, playbook, whatever – they need to have it. But these kinds of ideas can be useful when a mixed success or an emergent complication suggests the game needs some friction. 

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Unfinished Business: Complicating Resources Like a Scene in a Film

Many games give players “resources” as an extension of character creation or advancement. Some of those resources are people. Family members...