A surprising criticism that we’ve found ourselves saying over and over again is that the game’s rules don’t match the way the game plays. In other words, the gamemaster told us in the briefing, “Don’t do X,” but at some point in the game, we had to do X.

Some common examples include: 

  • “Don’t use more than two fingers worth of strength,” but we had to use a lot of force to open something. 
  • “You’ll never have to use anything more than once,” but we needed to use a blacklight multiple times.
  • “If you see the monster, you must run away,” but there was nowhere to run.
  • “When the killer is coming, you must hide,” but there aren’t enough good hiding places for everyone. 

Structurally building your game so that players must break your own rules is not only a terrible idea, it’s dangerous for everyone involved.

A mixing board that is messily labeled, "DO NOT TOUCH OR SOMETHING BAD WILL HAPPEN TO YOU."
I’ve been hanging onto this photo for years.

Why is Breaking Your Own Rules Dangerous?

It’s hard enough to get new players to listen to your rules and follow them. The second that you undermine those rules, all of your other rules immediately become suspect. 

I wish I had a dime for every time I sat in an escape room lobby, heard a gamemaster give an instruction, and heard a player reply with some version of “maybe you’re just saying that to trick us.” This is a common thought for first-time players who don’t always understand that the gamemaster is on their side. When that gamemaster is found to be lying, it confirms this feeling that the person operating this tricksy game really is an adversary. 

When one rule appears to be a lie, all rules appear to be lies. 

This puts the players’ health and safety at risk. It can put gamemasters or performers in danger. Additionally, the game’s set and props are under additional threat of damage — not because the players want to disobey the rules, but because they truly believe that the rules themselves are suspect. 

Aligning Your Rules and Your Mechanics

Maybe this all feels obvious, but I have seen globally top-ranked games break their own rules. This kind of issue can affect games of any level of quality. 

Whenever you’re releasing a game, be sure to compare all of the interactions within the game to the rules that you demand your players follow. 

Seriously, go one interaction at a time, and double check that you’re not confusing the situation. This is especially true if you’re pushing on mechanical boundaries. The more unusual your game is, the more likely you’re doing something that doesn’t fit the normal rules set. 

Protect your players, staff, and property with good rules that fit the game as it truly is… or don’t and we can roast you for it.

Expect More Like This

This is the second piece (the first was on being captured in escape rooms) in what I expect will be a long series of design posts. This series was inspired in part by our trip to Athens, Greece. Our Patreon community watched me slowly lose my mind in daily videos documenting the journey. I went from being very eager to play this market that I had held in such high regard, to being disappointed, and eventually disenchanted by a lot of design decisions that felt like they put extremeness ahead of good or safe design.

I have to thank our Patreon community for being a place where we can work through ideas around how to produce incredible games in a way that is safe for players, gamemasters, and the global escape room community.

I am not done working through what I saw in Athens. The most intense pieces are coming.

Special shout out to those who joined this month: Andy Mintzer, Madeleine Alexis, Adam Tencza, John DeGroot, Michael K., Christopher Chanes-Mets, Matthew Stegeman, James Douberley, Andre Leger, and Roger L

303 Escape
Abi · Lyontree
Adam M
Adam Tencza
Alex Epstein
Alex Rosenthal
Alexander Gierholz
Alisha Patterson
Alyssa Diaz
Amanda Basmajian
Amlesh Jayakumar
Amy Koo
andie auna
Andras Gal
Andre Leger
Andrew Reynolds
Andrew Sturridge
Andy Bauch
Andy Mintzer
Angela Kensy
Anna Lysova
Anna Simon
Anne Lukeman
Anonymous
Arcturus Wang
Austin
Austin Reed
bananarama
Barry Joseph
Ben Enos
Ben Rosner
Bert
Bert Johnson
Bill Chang
Black Crow Productions
Blinton
Bob
branden sayarath
Brandon gersick
Breakout Games
Brent Busboom
Brent Mair
Brett and Kelly Johnson
Brett Kuehner
Brian Resler
Bronna Butler
Byron Delmonico
C.J. Smith
Cameo Wood
Carol King
Casey Chattle from Brain Games Escape Room
Charles Rasnake
chris gileta
Chris Loughlin
Chris M. Dickson
Chris Post
Chris Waters
Chris White
Christopher Chanes-Mets
Christopher Holland
Cristina Palmer
Curt
Curt Clark
Dallas Nichols
Dan Arnett
Daniel Egnor
Daniel Kolb
Daniel Riordan
Darren Miller
Darryl Anka
Dave
David Longley
David Ryan
Dawnward
Dawson’s Escape
DD
deadpan1113
Deejed
Derek Tam
Devin Sanders
Dino Paulo
Dominique Fruchtman
Doug McKenzie
Drew Nelson
Dwayne Sanburn
Elaine
Eliviascape (Pat Toupin)
Eliza Cantlay
Elizabeth Griffin
Encrypted Escape
Erik Horn

Escaparium
Eva Anderson
Evan Broder
Expedition Escape
Farand Pawlak
flo tha
Fro
GeekyMcFangirl
Gem Chien
Geneva Kaplan-Smith
Grant Luecke
Greg Marinelli
Guy Ellis
Haley & Cameron Cooper
Ian Hickson
Imagination Junkie
Immersia
Immersion Cinema Escape Room
Iris Marin
Jacob
Jacob Sager Weinstein
James and Kaitlin Trexberg
James Douberley
James Shearer
Jamie Smith
Jan-Luc Van Damme
Jana Erbes
Janelle Gallagher
Jared Butler
Jason Adair
Jeff Harper
Jeff Keys
Jen Merrill
Jess and Troy Seidl
Jess Noone
Jessica Schoolman
Jill Parisher
Jim of PARADOXsquared
Jim Williams
Joe Brown
John DeGroot
John Houser
Jon Kaufthal
Jonathan Berk
Joseph Friesen
Joseph Stamps
Josh and Heather
Josh Powell
Joshua Rosenfeld
Julie Buchheit
Julie Burge
Kachi
Karin
Kathryn
Katrina Lat
Ken Zinn
Kern Konwiser
Kevin & Alyssa
Kevin Burns
Kevin McKain
Keystone Escape Games ( Mark )
Kiley and Milaine
Kristine Horn
Kurt Leinbach
Kyle P Curlett
Kylon Tome
Laura Burkart
Laura E. Hall
Lauren Jacobson
Laurens van Laarhoven
Lavender Dawn Irven
Lawrence J. Alfano
Leanne
Lee-Fay Low
Live Action Attractions
Lonnie
M. Sean Molley
M&C Saiewitz
Madeleine Alexis
Marc P
Marise
Mark Denine
Mark H Willis
Marlee Delia
Matt Beverly
Matt Keyser
Matthew McClain
Matthew Stegeman
Matthew Stein
Mayu
Megan Reichard

Melanie Rice
Michael Andersen
Michael K.
Michael Larson
Michelle Cervenka
Michelle Rundbaken
Mihir Kedia
Mike Ringrose
Miranda P
Molly Moran
Mrs Threepwood
Mystery Unfolds
Nadina Espinosa
Natalie Currie
Nate Javier
Nathan Walton
Negina Kolesar
Neil Patrick Harris
Nekeisha Johnson
Nick Moran
Nico Cesar
No Proscenium
Omer Aru
PanIQ Room
Paul and Eric from Escape Mail
Paul Tashima-Boyd
Peter
Philip Ho
PuzzleConnect Escape Rooms
Quark and Odo’s Escape Room Experience
Rachel Dunphy
Rebecca Horste
Rene Sorette
Rex Miller
Rich Bragg
Richard Burns
Richard Malena
Rita Orlov
Rob Tsuk
Roger L
Ruud Kool
Ryan
Ryan Brady
Ryan Lee
Rylee Thompson
Sam
Samantha Koehler
Sarah Zhang
Scott
Scott Chua
Scott Levy
Scott Olson
Sendil Krishnan
Sherwin Doroudi
Sida
Simon Edwards
Steffanie
Stephanie Guimera
Stephen Kowalski
Stephen Ng
Steve Gaddy
steve stribling
Steven Rawlings
Steven Valdez
Stuart Bogaty
T
Tahlia Kirk
Tammy McLeod
Team Bluefish
The Court Jester
The Ministry of Peculiarities
The Wild Optimists
Theresa Piazza
Thomas Meston
Tiffany Schaefer
Todd
Todd Geldon
Todd McClary
Tommy
Tristan Brand
Tyler Neufeld
Tyler Robinson
Tyler Rochwerg
Unlock The Adventure
Victor van Doorn
Victoria Cassetta
Vivian Lien
Vivien Ripoll
Vy Tran
Wil Blount
Will Rutherford
Yvonne McDuffee

To those of you reading who have the means, we hope you’ll consider joining this wonderful group of supporters.

Support Room Escape Artist’s Mission

There are lots of ways to support Room Escape Artist, like buying from Amazon or Etsy after clicking into the links included in this post or backing us on Patreon.

The money that we make from these helps us to grow the site and continue to add more value to the community that we love so much.

4 responses to “Escape Rooms: Match Your Damn Rules To Your Game Mechanics”

  1. In the OG Willy Wonka film, Gene Wilder does that thing where he emerges, for the first time, in front of his adulating fans, all rickety and weak…and then proceeds to do a front flip.

    The director asked him why he wanted to do that, and Wilder said, “Because from that point on no one will know whether I’m lying or telling the truth.”

    Having a game’s stated rules not match the escape room is like that.

    1. It is indeed. But not in the cool way that Gene’s Wonka made it feel.

  2. Logan Pressley Avatar
    Logan Pressley

    I feel like it is also important to note that player behavior can be dictated by the rulesets of other games and we as designers have a responsibility to be deliberate in how we violate typical rules conventions.

    There are some obvious ones like messing with ceiling tiles or messing with electrical outlets, but I feel like a prime example of my point is the rule about not pulling things off of walls. I definitely wouldn’t say that no escape room should have a puzzle that involves pulling removing things from walls. That would be unnecessarily restrictive. It is worth considering though that any behavior you either encourage or discourage in your game will reflect in the gameplay as those groups try other experiences (especially your own). If you want to add a strange rule or exclude a common one, make sure the juice is worth the squeeze and that any inconsistencies across games at your own facility are duly highlighted.

    1. Yeah, the strange rules of popular games in a region can impact the perceptions of players… and strange rules can create additional problems (and increase the odds that players accidentally break rules).

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Trending

Discover more from Room Escape Artist

Subscribe now to keep reading and get access to the full archive.

Continue reading