What's an RPG?

Post/Author/DateTimePost
#1

bawylie

Oct 24, 2014 12:52:40

Here are two blogs that are having a kind of discussion about what makes an RPG. There's a bit of first-assumptions and then examinations of various games under those assumptions. 

 

Im not looking to plant a flag in the ground of what an RPG is - but I thought we might take a look at this conversation (because these posts are a kind of conversation), and see where we stand. 

 

What do you value in your game? What do you do to express and adhere to those values? What makes your game the type I'd be eager to play in? 

 

If youre a player, what's drawing you in? What's not?

 

Here are the links. 

Shot:

http://johnwickpresents.com/games/game-designs/chess-is-not-an-rpg-the-illusion-of-game-balance/

 

Chaser: http://runagame.blogspot.com/2014/10/the-essence-of-rpg.html

#2

mellored

Oct 24, 2014 13:29:43

#3

bawylie

Oct 24, 2014 13:35:20

...that's me getting schooled. 

(Reply to #3)

Cyber-Dave

bawylie wrote:
#5

Artifact

Oct 24, 2014 14:05:16

In English, Cyber-Dave?

 

#6

Cyber-Dave

Oct 24, 2014 14:11:47

Artifact wrote:
#7

Artifact

Oct 24, 2014 14:13:05

Cyber-Dave wrote:
#8

Cyber-Dave

Oct 24, 2014 14:14:49

Artifact wrote:
#9

Chakravant

Oct 24, 2014 14:28:20

What do you value in your game?

 

Immersed players.  I tend to play with die hard vets who've all played dozens of different RPGs.  They are at my table for the experience of being engaged with the world I am running.  I also value entertained players.  It is difficult to always challenge veteran players in combat every night of gming.  So it is important to have a light hearted, friendly atmosphere so that when things go "wrong" one way or the other, everybody is still having fun.

 

 

What do you do to express and adhere to those values?

 

Probably the most "controversial" thing I do is stick to the rules heavy types of games John Wick seemingly professes to hate.  For my players, it helps them to know what to expect from the gaming system, and it allows the rules to be readily enough understood that they can then be shoved to the side in favor of role playing.  Rules help them immerse themselves in the world and having that RAW certainty lets them focus energy on getting into character.  I agree with almost everybody that role playing is the key to a role playing game, and this is how I successfully promote it at my table.

 

To keep my players happy and entertained I assess what they are looking for in the game during a "Session Zero" and tailor how I DM accordingly.  It doesn't work nearly as well with new players or players added in mid-campaign, for obvious reasons.

 

 

What makes your game the type I'd be eager to play in?

 

A focus on the character/in world experience, a sandbox world, and a willingness to have a completely non-combat focused game session with another being a detailed tactical war with hundreds of combatants per side, according to the organic needs of the game/campaign.

 

 

As a player, what draws you in?

 

Game systems with options and granularity.  Lots of options and granularity.  More than GURPS.  If I am making a character, I want to be able to make that character to the fullest extent, and that requires options.

 

A campaign that has no rails.  The world may have things that happen in it, but the world is not a role that is being played.  If the PCs fail to stop a zombie apocalypse, here's to hoping they've got a lot of food and a really good boat.  The actions of the players needs to hold a higher place in the game than the intended direction of the campaign.

 

 

What's not (drawing you in)?

 

DM adjucation focused/designed games.  DM adjudication is necessary.  We all know that.  But leaving large swaths of the mechanics up to the DM doesn't cut it for me.  Focusing on why it does not draw me in, it interrupts the game too much.  It forces me (and I feel others around the table) to ask the DM too many questions, causing a stop-and-go effect in the game and at the table.  It is like a player who, right after their turn remembers a damage rider or spell effect and says "Oh, wait!", stopping the whole game for one small thing.  I don't want the DM to have to field those questions.  They have a hard enough job.  They're already herding cats.  Do I really have to add a timer, while another player adds a siren and a third invites a Japanese game show audience?  It just ends up forming an uncomfortable dog and pony show, personally.  I'd rather have less questions and more role playing.

#10

sleypy

Oct 24, 2014 14:42:43

 

With Dice!