Three Simple Design Rituals
I got to play Ma Nishtana on Plus One Exp with a bunch of awesome folks. Ma Nishtana was one of my favorite games I played in 2021, and is one of my top games period. There’s a lot that speaks to me! The personal recrafting of myth and faith, the ease of exploring legend and divinity, all of it grounded in intimacy and vulnerability. I am astounded with the design Gabrielle and Ben have done with Ma Nishtana, and I eagerly anticipate the crowdfunding for this project.
I could honestly talk about Ma Nishtana forever, but for now I wanted to focus on three things that I wish I saw in more TTRPGs:
Personal Player Vulnerabilities
Constructive Interruption
Timed Breaks
Personal Player Vulnerabilities
Ma Nishtana creates an intimate atmosphere. By the end of the game, it always feels like I have created a new family. The way the game does this is by having each mini-game begin with a short ritual action. This shines especially in remote play, where some alternative remote ritual actions have the players to share something personal. I almost cry at least once during these rituals (in a good way!).
Here’s one remote ritual action we engaged with: *Show the other players something old or that has been yours for a long time. Describe how it has a new use or meaning in your life.*
I showed an old photograph of my mom and me, from when I was an infant. In the picture there’s another one, a framed photo of my parents’ wedding day. During the ritual action, I shared the new meaning in this photo. I’ve been reflecting on how important it is that my mother sees me as her daughter, when exploring my gender identity means I no longer see myself as one.
By placing myself in this vulnerable space, it made it easier for me to be vulnerable with my character. I was not just Aaron, a sibling to Moses and Miriam determined to lead the Jews to rebel against the Pharaoh. I was Aaron who struggled to control their anger, who suffered with the burden of faith.
As we each shared more of ourselves, I felt myself growing closer to each player. It was easier to connect in a meaningful way as a persona, which made it easier to do so as characters.
I was so moved when Tony talked about how love is about giving the other person the space to change, to be able to shed old versions of yourself that are no longer true. It resonated so deeply, and it affected our game too. We saw several characters change, shedding old versions of themselves.
Constructive Interruption
Ma Nishtana has many wonderful built in story telling and safety tools, and my favorites is Wait, Wait, Wait!
The game describes the process as such:
If you wish to make something clear, disagree with a suggested course of action or scene frame, or share a relevant thought or new perspective, call out: “Wait Wait Wait!” and then do one of the following:
Ask a question. Clarify something about gameplay, the scene, or anything else.
Make a suggestion. Take issue with established narrative or add new elements.
If you do not feel comfortable calling out “Wait Wait Wait!” aloud, hold your hand up in the shape of a “W” until you get the table’s attention.
As a Filipino, the idea of interrupting someone is incredibly difficult. Having a game that encourages me to do so, and to see the constructive and collaborative quality to it, is absolutely lovely. Every time I play Ma Nishtana I become more comfortable with saying “Wait, Wait, Wait!” (it really is fun!), but now I’m also more ready to do so in my other games.
Timed Breaks
Ma Nishtana’s approach to mini-games is wonderful. Even breaks are mini-games! There are a number of them placed all through out. I’ve been playing TTRPGs for almost twenty years, and I think it’s safe to say that there is a long tradition of playing for too long without enough meaningful breaks.
One of the things I love about playing with the online Gauntlet Community is how much breaks are built into our culture of play, and I wish I saw that in more playing spaces. Playing online is fun (and my preferred way!), but breaks are essential. I wish more games like Ma Nishtana had built in moments of respite.
Ma Nishtana even offers suggestions of what to do during the break!
STARTING THE BREAK
Anyone: “Let’s take a break.”
SOME ACTIONS
👭 / 🖥 *Take time away*
👭 / 🖥 *Everyone eats a meal*
👭 / 🖥 *Drink water*
👭 / 🖥 *Someone sings*
👭 / 🖥 *Listen to music*
👭 / 🖥 *Read an essay*
👭 / 🖥 *Reflect on connections to the present day*
ENDING THE BREAK
Anyone: “Now where were we?”
Ritualizing Play
There’s so much to say about the potential of rituals in the ttrpg space. But for now, I’d love you to imagine if these three examples were present in more of your games. What would that look and feel like? How would it shift player interactions and narrative flow? How would it change collaboration and creativity?