RPGaDay 2026 7&8
7. Mercy
What does it mean to have mercy? The first idea that comes to mind here is to not be too harsh or too hard with punishment when mistakes happen. There are some game systems that have very little mercy, especially when it comes to combat situations. I particularly think of this when it comes to low fantasy "gritty" games. On the other hand, many "slice-of-life" and "cosy-fantasy" games are far more merciful and forgiving. Is one style of game better than the other, is it better for a system or a GM to be merciful with the players? I've always tried to be a fan of the idea that different types of games and different styles of play are a better fit for different groups of players. Having a degree of mercy in the game turns down the immediacy and the tension in a game, but some games do better when they have some breathing room. Personally I often try to begin my game with an exploration phase where the players have lower stakes and a higher degree of mercy as they learn about the world in which their session takes place.. then gradually the mercy is withdrawn and the stakes raise. Using this as a throttle that can be adjusted during the course of play can modify the flow of the story and the vibe of the session. Just one of many tools that can be used to keep sessions interesting rather than monotonous.
8. Resolve
Verb or Noun
To resolve something (as a verb) means to bring it to completion. To have resolve (as a noun) mean to have the tenacity to bring things to their conclusion. In the Three-Way Tension model, both of these are the hallmark of the gamist player... the person who wants to bring a session to it's conclusion, and typically works to ensure the session concludes with the optimal result for their own character. This isn't inherently bad, since a player (and a character) with resolve can serve as a driving force that pushes a narrative forward, or works to explore the world in new and interesting ways, but it can provide tension against players who just want a lazy exploration of the setting and the concepts within it.
I like to break a session into a few parts which helps for balance and pacing. If a session has half a dozen substory threads happening, those players who desire resolution and forward progress in their RPGs might get the opportunity to resolve two or three of these parts. It might even be set up in such a way that different players can resolve different elements of the session so that they can feel fulfilled in their session experience... meanwhile a few other elements of the session can remain constant and stable allowing things to build more slowly over time, or allow those players who want to breathe in the imagined environment to gather their thoughts and enjoy the moment.

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