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Inumo
@Inumo

I didn't come up with this term (that credit goes to @hellgnoll) but it's been useful for describing/understanding A Certain Approach to TTRPGs in other conversations, so I wanna have this online somewhere that people can link & reference. I'm tempted to pose player solipsism in opposition to Something Else, but I think it's most effective & accurate to simply treat it as a set of principles/assumptions that have no clear opposite. With that in mind, to the explanation.

What Is Solipsism?

To simplify a rather extensive philosophical history, solipsism can kinda be thought of as "everything that extends from Descartes' cogito ergo sum (I think, therefore I am)." It takes as its base assumption that you exist (for some ultra-barebones definition of existing) and then tries to develop philosophy without assuming anything else exists. There's a lot of interesting history here—Al-Ghazali, for example, was doing a lot of the same thinking in Islamic scholarship centuries before Descartes—and a lot of interesting ideas borne of solipsism, but most people probably know about it from assholes. Lotta edgy teens & young adults going "if I'm the only one that really exists, then I can kinda do whatever to the people around me because they aren't really people like I am." For the sake of brevity I'll stop here, and move on to connecting this to TTRPG design.

What Is Player Solipsism?

At its most formal, we can describe player solipsism as "a framework that assumes players are the only agentic forces within a game world that shapes itself around those players," but that's a lotta words that probably don't make sense if you don't already get the concept so let's start with examples instead. The most obvious example is the Powered by the Apocalypse approach to storytelling: players roll moves, and then the world changes as a consequence of those moves. Like, conventionally in PbtA when you want to interrogate a character for information, whether or not that character has information (and what kinds of information they have) is defined by the outcome of your roll. This is also why most PbtA-lineage games have the principle "play to find out:" you are literally playing the game to find out what the story actually looks like, as shaped by the players' rolls & the GM's responses.

I want to emphasize that while PbtA makes player solipsism into a core design principle, it's present in plenty of other contexts – and actually was a major part of GM advice in D&D circles before PbtA really became a standard. It's the basis of "just move the encounter in front of your players," "if you succeed in a roll Something Should Happen," and (to a degree) "if the players aren't affecting the story it's railroading." In other words, player solipsism is something you can pretty much always do in a TTRPG, it's just a matter of how much a game assumes/supports you doing it.

To discuss the topic more abstractly then, player solipsism approaches TTRPGs as a story the players are experiencing first and foremost. From this perspective, what's happening off-screen doesn't really matter unless it somehow affects the players. They may not have power within the game world, but they are the ones that drive the plot & decide where it goes. Frequently this design also comes with turning rolls into story beats rather than tests, because it ensures no player's action goes to waste.

This works great for pulp stories & genre fiction, because it puts players in the thick of whatever's happening – but it also makes it incredibly easy for the story to feel rote & artificial. It also makes it a lot harder to incorporate player characters incidentally dying or otherwise leaving the stage, because the game has put that character, specifically at the heart of the plot. Putting someone new in the same position thus requires way more effort than just "roll up a new character." I'll also point out that executing player solipsism requires a lot of comfort with improv & on-the-spot good-enough decision-making. Players need to be willing to drive the story, GMs need to leave holes for player actions, and both parties need to be ready & able to adapt the story they're telling based on dice rolls.

Again, I want to emphasize that this is not "one end of a spectrum of design," nor is it "a thing that a game either is or isn't." It's not even an all-or-nothing decision within the context of individual rules/systems; Blades in the Dark, for example, decides the consequences of a roll only after it's been made, but its risk/effect system allows GMs to show how the world exists outside the context of the players (e.g. "sure you can try to pick the door, but with the guards watching it's a desperate action with limited effect").

To wrap up, I'm not gonna try to formally declare "these are the principles & assumptions of player solipsism that are expressed through game design," this isn't supposed to be that level of effortpost. I will restate my description above though & rephrase it a few ways to hopefully help it stick. So, what do I mean when I say player solipsism is "a framework that assumes players are the only agentic forces within a game world that shapes itself around those players?" I mean that as far as the game is concerned, the players are the center of the universe. I mean that players aren't simply interacting with the game world, they're the primary shapers of it. I mean that NPCs only exist to play a role in the players' stories, not as part of a complex system out of the players' sight. Whether or not this is a good approach to TTRPGs is up to you.


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in reply to @Inumo's post:

Pbta like Apocalypse World? The game where GMs are told to make fronts and commanded to "say what your prep demands"? Where there is no "roll persuasion" and even if you try to bully an NPC into doing what you want, they can always refuse and "force your hand" no matter how well you roll? Where even if they want to give in, the choice is written "give you something they think you want"?

I think that you're probably describing a real thing, but I just don't see it in AW. Maybe there are other pbta games that are more like that? But what your description puts me in mind of is a certain style of D&D. Rolling persuasion to get an NPC to do what you want, or rolling insight to know if they are lying to you - now those are solipsistic mechanics!

I... think I'm gonna leave it at "you don't understand the concept I'm describing," given your counterpoints. If you want a really obvious case of player solipsism for more context, try reading Girl by Moonlight; a fair few of its "what does the GM do" examples only make sense from a player solipsistic perspective.

I don't have it and don't plan to buy it, maybe you could post a couple of quotes?

But interestingly, the listing on drive thru says that it's FitD not PbtA, when your post was contrasting Blades with a broad idea of PbtA. That's what I meant when I said maybe there are other PbtA games that fit what you are describing better than AW itself.

I think I get what you are describing though, the idea of whether or not NPCs (and more broadly the world) should be acting "in character" taking actions based on the inherent properties the GM (or the writer of an adventure) has assigned them or instead whether they should not even really have a character to act within but exist solely for the purposes of challenging/engaging the PCs in that moment.

And I think that Apocalypse World in particular provides a lot of mechanical support for the first category (and specifically instructs the GM to play that way), even if some other PbtA games drop it. Just like maybe Blades provides support for it while Girl by Moonlight drops it?

I gave rolling persuasion as an example of a solipsistic mechanic because if you allow that in its most unfettered form then no NPC can have any principles, since you can always convince them to betray any principle with a high enough roll. None of the moves in AW let you do that.

And if I'm still wrong about what you're describing then I'm sorry and could you maybe try again to explain?

I'm not posting quotes or re-explaining dude, like. I did my damnedest to explain this concept in the post body. I stand by the comparisons I made, and I'll even further say Apocalypse World uses player solipsism in its basic Moves. I dunno what to tell you except "you gotta do the homework & look at things so what I'm saying makes sense."

Yeah but the problem is that I don't think that you have done the homework. That's why I'm asking you for quotes and examples.

You define solipsism in RPGs as "a framework that assumes players are the only agentic forces within a game world that shapes itself around those players," but I posted about Fronts because they are very specifically an agentic force in the game world that is not the players.

You then say "conventionally in PbtA when you want to interrogate a character for information, whether or not that character has information (and what kinds of information they have) is defined by the outcome of your roll." But that's not true in Apocalypse World! When the game tells GMs to prep and to say what their prep demands, that means that if you prepped that Joe is the only one who knows where the stash is buried, then you cannot have Jane tell the players where the stash is when they interrogate her.

The game just doesn't fit the definitions you laid out in your post. I'm being charitable when I assume that there are other PbtA games that work as you describe, since you won't quote them. But I do believe you, there probably are games written that way because it is a popular style of play! I just think that maybe those other games and the way people talk about certain games have given you a mistaken impression of how Apocalypse World plays.

All right, I've tried to give you the benefit of the doubt & take you in good faith, but if you aren't gonna give me the respect to 1) read the words I'm saying and 2) believe I know what I'm talking out then I guess I've got permission to take the gloves off. I considered something short & pithy ("die mad" is a classic), but I think I'll get more catharsis out of being long-winded.

First of all, you are acting as though player solipsism is a thing that applies to all of a game, all at once, and not just an analytical framework for understanding a game's mechanics. I talked about PbtA Moves in general; when you decided to fixate on Apocalypse World, I specifically pointed out that AW's basic Moves also fit into a player solipsistic framework. Read the words I'm saying – I am first of all talking about a category of games as a whole, then talking about a specific aspect of AW taken largely in a vacuum. AW's GM directions & tools to counteract the knock-on effects of player solipsism—e.g. the importance of saying "no, that's not actually a reasonable roll" to a player sometimes—are irrelevant to the discussion.

Second of all, you are actively refusing to actually get on my level. You are assuming your one (1) experience of PbtA—Apocalypse World—is representative of the (at a quick count) seven (7) PbtA games that I have read and/or played, and then you have the gall to suggest that I haven't done my homework when you clearly haven't. When I give you, on a silver platter, a game to read to better understand my position, you reject it out of hand because you don't want to spend time or money expanding your repertoire on your own time – you want me to do the labor for you because you want to monopolize my attention. Hell, if you even googled "Girl by Moonlight review" you would find my Cohost review of the game where I specifically talk about how it uses player solipsism!

Third of all, and I want to make this very clear, you are challenging whether or not I know what I'm talking about when I'm the one DEFINING the damn thing in the first place. To be clear, you are technically not contradicting anything I'm saying directly – but by the maxims laid out in H.P. Grice's "Logic and Conversation," specifically the maxim of Relation, "Be Relevant" (Grice, 1975), I have to assume that if you are going in-depth on Apocalypse World, it's because you think it's relevant to the conversation. You have made that relevancy clear by saying you question my knowledge of PbtA because I'm not addressing a secondary GM-side mechanic in AW that, if you had done the homework, you would know doesn't apply to the vast majority of PbtA games. Similarly, when I cited Blades in the Dark's action rolls specifically as an example of partial player solipsism, then cited Girl by Moonlight specifically as a rules text where player solipsism is very prevalent in the play examples, you assumed that I was making statements about Forged in the Dark systems in their entirety being player solipsistic – further attempting to treat me as though I don't know what I'm talking about when again, I'm the expert here, I'm laying out the concept.

Finally, I just wanna point out the difference in scales of comments. You started at 2, then escalated to 6 and 4 paragraphs, spending a helluva lot of words trying to prove that I'm wrong about Apocalypse World (and, by extension, PbtA). Up until this comment, I stuck to one paragraph and tried to focus on "here is how you can try to see things from my perspective." When the word count ratio is that skewed, that should be a flag to you that something's wrong with how you're approaching this topic, and you should analyze why. Like, other people clearly got what I'm talking about. You can see it in this comment section alone. You're the problem here, bud.

The last time someone nitpicked me on this kind of petty, dick-swinging bullshit was when they were Reviewer 2 for one of my scientific papers. You aren't my peer reviewer though, and this isn't an academic journal. You're just being an asshole in the comments of my medium-effort post.

oh, this is really useful as a framework, and also helps me understand why Partizan (my first encounter with a FitD-style system) isn't really working for me. Thanks for writing it!