Skip to main content

When did the Term "Role Playing Game" become so Murky?

I was reading this article over at Tag Sessions, and it hit a nerve, like when you have a sore tooth you didn't know about.  When I was a kid, there was D&D and that's all anyone I knew ever knew about.  It was a role playing game or an RPG, but no one cared.  It was D&D.

I didn't have D&D.  I couldn't afford the books, so I wrote my own on pages of looseleaf notebook paper.  No one played, so at first I played against myself, then I programmed the computer to GM for me.

In college I started running into other role playing games like Shadowrun and Battletech.  They weren't D&D and in many ways they weren't like D&D.    Beyond I heard of Rifts and Gurps and the list grows.

But somewhere in there, something different popped up... Baldur's Gate.  It was a video game where you could play D&D characters. Role-playing games had moved online, but like the GM I programmed on my Commodore 64, playing the character was gone.  Preprogrammed dialogues let me do prescripted things but not really build my character into a 3D character.  It was a choose you own adventure with hack 'n' slash mixed in.  Baldur's Gate 2, Icewind Dale, Neverwinter Nights... the genre grew.  RPG began to mean those other games that had characters but weren't Castle Wolfenstein or Doom... the non-FPS character games.

Now explosions in the industry are bringing out new games across a spectrum that wasn't even defined back then.  GM-less games... games with no dice... storytelling games.  RPG doesn't even mean RPG anymore... it is some ill-defined term that can't be grasped without context.  How do we repair our broken term?

Games are played by players.  If you want to define a game, you should define it by the interface between the player and the other components of the game.  Of course we can't do that in a concrete way, because then virtual tabletops and video games are the same... we interface to them through mouse clicks, button pushes, and key strokes.  The interface must be the human's interface.

There are two ways a human thinks about a game that are very different.  Closed games have strictly defined rules for interacting with the system.  In chess we can move pieces certains ways on our turn; in Risk we only have a few actions to choose from each turn; in FPS versus a computer, we can hit certain buttons to do certain things and we can learn the rules that the computer uses to react.  Closed games are confined by their rules.

Open games, the second version, is very different.  An open game allows the player to interact with the game in the manner that they choose, being able to come up with new ideas that could not have been conceived of when the game rules were written.  In these games, the human engages the creative side of the brain, performing synthesis of new ideas.  The rules provide only a contract for how to interpret these new ideas in a fair and consistent manner.  With or without a GM, a human is interpreting the play in the content of the rules.

There is some argument about the nature of the interaction with the rules.  Does rolling dice fundamentally change the nature of a game?  Let's replace rolling dice with "random element".  In actuality, when two or more humans are interacting, we have already introduced a random element, namely the interaction with the other humans.  Rolling dice may seem different, but can't you get the same affect by just having another player say your character shouldn't be able to do that kind of thing.  Of course, you can't argue with a dice and a rule... it smooths the social contract for figuring out what one can and can't do, and gives "fair odds".  As a kid we always played pretend with other kids and remember the escalation of mine is better than yours.  Usually it starts with 100, 1000, 1 million, 1 milllion million, and ended with some nonsense about infinity squared +1.

With adults, a significant number of players have a more subtle version of the same problems when playing without rules.  As an introverted player I need some mechanism by which an extroverted player can't just sway everyone to his thinking and steamroll my enjoyment of the game.  Rules help balance the playing field for the players.

Does that make a RPG -- balanced play?  Not really.  Games that don't care about balance are clearly RPGs too.  Pathfinder, for example, has carefully balanced extensions to the primary rules while Shadowrun adds new more powerful abilities with each new book, but both both are clearly RPGs.

We're circling a definition here.  Let's hone in on the exact definition by looking at what isn't an RPG.  Poker is not an RPG.  Craps in not an RPG.  These games have no element of escapism.  You are the same person, playing or not playing them.

How about monopoly?  Or how about an FPS?  Don't we take on other roles in these?  Not really -- these are simulations, but still use our own intrinsic skills to solve the problems presented to us.

This leaves a simple definition for an RPG.  An RPG is a game where you play a character with different capabilities than you.  Let's do a quick check -- does this separate on online MMORPG from FPS?  Yes, because FPS games rely on the skill of the player, while role playing games have numbers representing the skills of the character.  Does this exclude chess, monopoly, and poker?  Yes, because all of those games rely on the player to make the choices that determine the outcome of the game.  Does it include games like Fiasco?  Sortof, because fiasco does give the character different abilities than what the player could actually do.

So there we have it -- a working definition of an RPG:  An RPG is a game where you play a character with different capabilities than you.  There are two kinds of RPGs:  open and closed RPGs.  Closed RPGs have limited options because the options are encoded.  Open RPGs have unlimited options because the results are determined by a human.



Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e