Blood Bowl 2, for socializing with friends

This is not a recommendation, this is just me musing on a game that I’ve been enjoying with my friends for the past… COVID, really. We started playing together in the spring of 2020, when we realized that we weren’t likely to see each other for a long while. I’d never played Blood Bowl before, though I remembered seeing a couple painted minis for it when I was a little kid.

I thought those looked cool, like pretty much everything else that my older sibs touched.

Normally, my friends and I would all see each other in the summer while we worked at LARP camp. We’re also quite close, emotionally speaking; being able to talk to them regularly was (is!) sanative and restorative for me. Given that I’m bad at staying in touch with anyone I don’t see regularly or intentionally schedule time with, playing a semi-weekly fake sports match in a league with my friends was pretty ideal.

The game, however, was not easy to love. Blood Bowl is a satirical mashup of soccer hooliganry, American football, and rugby, and it’s about as violent as it is tongue-in-cheek. It’s also a troublesome beast, full of non-obvious rules and capricious randomness. You can absolutely play an excellent game and still lose because you were sufficiently unlucky with your dice. And you can win a game with a mere tactical victory, while most of your team lies broken and bleeding on the pitch.

In a strange way, I think Blood Bowl was a very appropriate game for me to start playing during the early stages of a pandemic. You have to learn equanimity to play well, or at least learn to recognize when you’ve lost that balance. You can only play your best, try to control what you can, and understand that there’s always something that simply isn’t up to you. In that way, it was quite good at teaching me to let go of trying to control absolutely everything.

Useful, given the world’s circumstances.

For a long time, perhaps over a year of playing the game, I wasn’t even interested in playing with anyone besides my friends. No matter how much fun I had playing, it was often still stressful. And the thought of playing with anyone I wasn’t close friends with—anyone I wasn’t LARP-camp friends with—had very little appeal. A lot of the joy I got from the game came from naming my team and players after good bits, things that I could play to the hilt and which I and my friends could laugh about. It helped that some of my fellow players were into pro-wrestling and convinced us all to indulge in the kayfabe and the creation of faces and heels for our league.

But I think I’ve finally turned a corner. I can’t say I’m likely to start playing games with randoms on the internet, but I’ve finally reached a point where the game feels more rewarding and less stressful. Maybe that’s from growing skill and familiarity, maybe it’s a shift in mental health and brain weather, or maybe it’s something else. Suffice to say, I do actually enjoy the game these days. I don’t only engage with it as a way of maintaining regular contact with my friends (though that is still something I treasure).

For myself, I’m looking forward to more seasons of Blood Bowl to come. And I can’t wait to see whether the Skraghaven Squigbitas can take down that uppity bunch of varsity kids, the Kronar High Neandertals. I plan to watch, and heckle, and root for my friends this Saturday while we find out what wildly improbable inanity will happen this time.

I think I finally understand what people love about rooting for their teams in real life sports. I won’t say that you should try the game, or that you’d enjoy it, but… you might?

Under the right circumstances, you might.

Picking Players: Fun vs Creativity, Quick Thoughts

When making a group of players for your RPGs you want people you like playing with, and you want people who will contribute creatively. The first is more important than the second. Honestly, I think that’s true in nearly any group you’re part of; you’d best be able to get along with them if you’re going to spend so much time together. If you’re spending time together for fun, that’s doubly true. I don’t mean there can’t be friction, but I do mean that you should feel comfortable with them, able to ask for what you want and have them honor those requests and talk with you about it.

Those two factors—whether you like spending time with someone, and whether that someone contributes creatively—aren’t entirely separate from each other. Someone that you like playing with, and who likes playing with you, will have an easier time falling into a collaborative creative rhythm over time. Someone who contributes creatively is likely to add things to your game that make it better, and which make playing with them more fun. But.

I don’t think it matters how much creative material someone adds to your game / story / group if they are not fun to play with or be around. Spending time with someone who contributes creatively while being fundamentally not fun to be around is honestly miserable. If they keep adding new ideas but can’t play well with others, or if they aren’t willing to engage with your time together *as play,* you have a recipe for trouble. When I’ve faced this before, I’ve felt stuck: the player’s contributions are excellent, and feel good, but I’m constantly reminded that the player themselves is just not quite right as a fit for the group.

Without outside requirements to include a negative player, there’s no reason to keep them. Until something changes, their creative contributions aren’t worth the added stress of working around their presence. That doesn’t mean that people can’t change, but it helps to have a certain level of shared trust and context before encouraging someone to shift their way of being in a group. Whether you want to put in the work to help them change their behavior is entirely up to you, and that work is *not* required of you. In the long run it may be helpful for them if you tell them why you don’t want to play with them, but you don’t have to engage in that potential drama if you don’t want to.

Relatedly, paying attention to how other people in your group feel about each other is worthwhile. Your experience, obviously, isn’t the only one in your group. If someone in your group is making another person miserable, that should be resolved too.

Also, just because you like spending time with someone in other situations doesn’t mean that they’ll necessarily be a good match to play RPGs with. It helps, but it’s no guarantee.

Building Engagement in RPGs, Quick Thoughts

This pulls lessons from all over, but especially from Apocalypse World.

Roleplaying games are a conversation. Like any conversation, they’re at their best when the people in them are engaged and present, not distracted. Playing an RPG means sharing a collaboratively created world and holding that mutual fiction in your mind; thus, the conversation suffers when people disengage.

So how can we keep each other engaged, and avoid Continue reading