Costly choices
Meaningful choices come with a price
The tl;dr
Last week, I discussed hard and soft pressure on constraints. This week, I interrogate those constraints and how they inform player choice.
Constraints are the quantifiable resources players can use to solve problems
Pressure forces them to make choices within their constraints
Players have 3 core constraints: time, supply, and capacity
Expending constraints makes those choices meaningful
By making choices costly, players can make choices that feel measurable, weighty, and responsive to their game world.
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Defining constraints in TTRPGs
Constraints are the finite, spendable resources players use to solve problems.
Pressure squeezes those constraints, and the story moves after players decide what they’re willing to lose to survive. The GM can affect those constraints with hard and soft pressure, but they’re tools for players to use during their game.
Constraints always have a cost — a price that players can choose to pay.
By paying that price, they can solve problems like darkness, bleeding out, or slogging through the mud after it swallows up their horse (RIP Artax).
It may feel like pedantry, but it’s worth noting: constraints are not limits. Limits are boundaries that contain the game both narratively and mechanically.
Limit: Teleportation doesn’t exist
Constraint: Teleportation costs 1 knuckle per mile.
Limit: You can’t rage as a cleric
Constraint: You can cast it again…if you lose a pint of blood first
What constraints are not
Constraints are easy to confuse with limits, but they behave differently. They should not feel like you’re saying “no” to player input, but instead asking them what they’re willing to lose.
Constraints are not:
GM tantrums
Gear taxes
Punishments for creativity
Constraints are not designed to deny player choice but instead assess a price for that choice. This is what makes mudcore, grimdark, and Börg-likes meaningful: there’s no hope, but there is always meaningful choice.
Players hate games when:
The GM moves goalposts
The fiction bends around the plot
Nothing they choose matters
They love games when:
Costs are knowable
Constraints are fair
Internal logic is consistent
The 3 core constraints I use
Players have 3 core constraints: time, supply, and capacity
Time constraints
Time is a shared constraint among the players — it gives sequence to their actions and focuses their choices.
This is always the first constraint players encounter because the enemy shares it too, and they’ve already used some of it to facilitate their deadly plan.
I start every quest with a calendar and cut it to the bone. By the time the players learn about the coming Stag Knight pogrom, they’re already on their way.
When I write quests, I check my work for the words: soon, now, after, and before.
Soon the Blood Moon will rise again
Now the Marshal has gone missing
The prophecy says he will burn after midnight
You must find him before the Xanthic Priest does
Without those, there’s no quest. And for an extra dagger to the guts, I’d say the Xanthic Priest found the Marshal two days ago. Get moving.
Supply constraints
These are the tangible materials and the bric-a-brac characters carry. Supply constraints are diegetic, meaning players understand their use just like the characters do — they have real-world analogs.
The GM can apply some hard pressure to supplies, so players can determine how to use them efficiently.
Torches: last for 1 watch
Rations: consume once per day or suffer fatigue
Arrows: 20 to a quiver; recoverable 1-in-6 times
A pinch of guano: should fire things up…
50 feet of rope: never delve without it
Conversely, players can choose to keep their supplies and risk it without spending them. Rain will dampen the torches, so we’ll march in the dark…but soaked bags is a recipe for moldy rations.
These choices have costs that make them more meaningful than just announcing “I have a torch!”
“But I have darkvision.”
— Chad Multiclass of Minmaxia
Capacity constraints
These represent characters physically, mentally, and metaphysically. They determine the character’s threshold for stab wounds, brain-sucking weavles, and soul-crushing witchery.
It’s stuff like:
Hit points and Hit Dice
Spell slots
Sanity
Fatigue
Momentum
Capacity differs from supply because it’s restored by game mechanics rather than player action. You can buy more rope, but you can’t buy more spell slots.
Supply is everything a character has. Capacity is everything they are.
Unlike supply, capacity is seldom diegetic. This often leads to prescriptive, hard caps that are functional (even elegant) but lack a soft-pressure valve — a narrative consequence informed by the player’s choice.
A spent wizard is “out of spells” — whatever that means — until the next day (is that midnight or dawn?). But when the sun rises again, the Vancian brain magic is restored, and the cleric finds god again.
Contrast that with blood magic. A player can cast as many spells as they want…but it’ll cost more blood. Yours…your horse’s…your friend’s.
The blood mage player can respond to both hard and soft pressure.
Constraints in the Wenderweald
The Wenderweald does not care how many spell points you have or if you have darkvision. Everything in this world of mine has a cost and only the strong endure that cost.
In exchange, you rise from the mud a hero. You inscribe your legacy on this grimdark land for eternity. You draw upon witchery that few are daring enough to conjure.
You can certainly try…but it’ll cost you.
Watch for the Wenderweald watching.
—Odinson





Well written. Love the art. I think these constraints are what make the game fun. Resource management and time pressure really keep the game moving - especially if you're soloing.
Solid GM advice.