Slipperiest Game 2: The Failure of Narrative Design in Squid Game's Later Seasons

Slipperiest Game 2: The Failure of Narrative Design in Squid Game's Later Seasons

Author: Josh Varty and Kristoffer Hansen August 8, 2025 Duration: 30:14

My big problems:

The Murder Game. Until Tag was introduced, there was never a game where one player had to go out of their way to murder another player in order to win and survive. In every other game, murder was an *option* and the consequence of loss was always death, but it was possible to win without killing a person yourself. The “System” outsourced most of the actual violence. Tag fundamentally changed this and by doing so changed the dynamic and the social contract of the show entirely. There was no longer a plausible separation between winning and murder. The staff did the murder. The consequence for losing was death and your life was equally on the line. Not so in Tag. 

The fucking baby. One of the fundamental rules of the Squid Game event is that everyone is there by choice. It’s one of the themes that was hammered on in the first season, and it mirrored the capitalist rat race beautifully. Everyone was doing this of their own free will, and the second season even introduced voting between rounds to ensure that people were kept in the games by the Will of the People. But the baby didn’t consent and couldn’t consent to being involved in the games. The baby was an unwilling participant, and making the baby a ‘player’ undermined any trust the real players may have had that the games were in any way fair. 

Now, the games are _not_ fair. They never were. They rely on financial coercion, the illusion of fairness, random chance, positional chance, and the exploitation of personal relationships. But it maintains a facade. All of that breaks down with the baby.


And I kinda get where they were going with this. I get that it’s illustrative of the unfairness of the institutions Squid Game is trying to criticize. The rules were never fair, the people running the games never cared about fairness at all, the whole thing is spectacle. But it also fundamentally undermines the premise of the games in a way that would be ruinous for anything other than a shadowy international rich-man’s dog fight. 


In No Plot, Only Lore, hosts Josh Varty and Kristoffer Hansen settle in for a conversation that feels like pulling up a chair at a familiar table. Their focus is the intricate, often messy, and deeply rewarding world of collaborative storytelling games, examining them not as rulebooks to be won but as frameworks for shared imagination. Each episode digs into the craft behind these experiences-how a setting’s history shapes a character’s decision, why a particular game mechanic fosters better stories, or what it means to build a narrative together without a predetermined endpoint. You’ll hear two seasoned practitioners reflect on the subtle art of being a player and a guide, discussing the tools and philosophies that transform a simple game night into a memorable saga. This podcast is for anyone who has ever gotten lost in a character’s backstory or spent more time discussing a campaign’s lore than actually rolling dice. It’s a thoughtful, meandering, and personal look at the stories we tell when we play, offering insights that resonate long after the session ends. Join Josh and Kristoffer for a deep, comfortable dive into the heart of why we gather to imagine together.
Author: Language: English Episodes: 50

No Plot, Only Lore
Podcast Episodes
Rule of Cool: Is It a DM Crutch or a Creative Tool? [not-audio_url] [/not-audio_url]

Duration: 33:14
Josh and Kris clash over the "Rule of Cool" in TTRPGs. Josh argues it's a crutch for lazy problem-solving and a logistical nightmare for DMs, leading to player attention-seeking. Kris defends it as a necessary tool to re…
Loot Fatigue [not-audio_url] [/not-audio_url]

Duration: 36:29
Talking about the problem of catching too much loot, or too much of the same loot, or progressing too quickly in RPGs.
Long or Short Fork When Dining on Elf [not-audio_url] [/not-audio_url]

Duration: 37:31
Eating monsters! How would you cook them? What would they taste like? Are they dangerous? Poisonous? Does a gorgon have metal blood?
Table Apocalypses and Chaos Goblins [not-audio_url] [/not-audio_url]

Duration: 34:54
In this episode of No Plot, Only Lore, DMs Josh and Kris explore what happens when the dice, the players, or the DM’s own ego send a campaign spiraling into a "table apocalypse." The guys kick things off with a detour in…
Mouthful of Blood: Hooks and Player Buy-In [not-audio_url] [/not-audio_url]

Duration: 29:20
In this episode of No Plot, Only Lore, DMs Josh and Chris dive into the messy, often unpredictable world of player engagement. The conversation starts in a surprisingly morbid place as Josh shares stories about his famil…
Too Much Lore: Star Wars Worldbuilding [not-audio_url] [/not-audio_url]

Duration: 32:19
DescriptionIn this special "Too Much Lore" installment of No Plot, Only Lore, Josh and Chris take a thermal detonator to the concept of over-explanation. What starts as a debate over the "Star Wars Canon Reset" quickly t…
Too Much Lore: Dads, Robots and the Keywork Trap - Coheed and Cambria [not-audio_url] [/not-audio_url]

Duration: 31:00
Concept vs. Reality: The Coheed Lore MapThe "Keywork" is a fascinating visual concept that suffers from what the guys call "amateur writing syndrome"—where a cool name (like a "Jackhammer" spaceship) is eventually reveal…
Dragon Claus 4: Last Minute Christmas Shopping [not-audio_url] [/not-audio_url]

Duration: 1:47:16
In which we discuss some of our history with tabletop games retail, and also what sorts of things you can buy for your favorite D&D nerd!