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General Tabletop Discussion
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Worlds of Design: What Makes an RPG a Tabletop Hobby RPG?
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<blockquote data-quote="Henry" data-source="post: 7762207" data-attributes="member: 158"><p>Depends on the version of Marvel Superheroes - if it's that version that came out in the mid-1980s, you gained karma points for future games, which influenced rolls. I can't speak to DC Superheroes, or any new versions of Marvel RPGs.</p><p></p><p></p><p></p><p></p><p></p><p>Yeah, I think the "opposition" should be more openly defined -- PvP opposition is a well-known aspect of many narrratively focused RPGs. As you mention below, Fiasco is a GM-less game, with only the loosest-defined "award" mechanic, but it is very much a role-playing game -- in fact an eponymously purer RPG than D&D or many other commonly known ones.</p><p></p><p></p><p></p><p>I do however, think that a definition is a useful thing, not for just exclusionary thought -- a game like the Waterdeep board game, or the old "Dungeon" board game, is not an RPG, even though containing most of the elements of Hobby RPGs. It is helpful to define what elements make up the concept so as to distinguish when someone asks the question of "what is a role-playing game?" and "what is a hobby RPG?"</p><p></p><p>On the topic,</p><p> avatars,</p><p> progressive improvement,</p><p> co-operation, and</p><p> GMed adventure. </p><p></p><p>Avatar is kind of non-negotiable, even if you are playing a version of yourself. Similarly, a meeple on a board would not apply -- it needs to be a character with some semblance of a narrative existance.</p><p></p><p>Progressive improvement is not a given - as in the case of Fiasco, or Dread (the Jenga mechanic game) or other similar games, there might be an "award" mechanic, but even story itself is an award in some cases. </p><p></p><p>Co-operation - i can do without this one, because of many contrary examples (Paranoia being just one.)</p><p></p><p>a GM, again, games such as Fiasco and Capes don't use them, and I'll go one further to say Capes is a good example of a game that can have progression without a GM.</p></blockquote><p></p>
[QUOTE="Henry, post: 7762207, member: 158"] Depends on the version of Marvel Superheroes - if it's that version that came out in the mid-1980s, you gained karma points for future games, which influenced rolls. I can't speak to DC Superheroes, or any new versions of Marvel RPGs. Yeah, I think the "opposition" should be more openly defined -- PvP opposition is a well-known aspect of many narrratively focused RPGs. As you mention below, Fiasco is a GM-less game, with only the loosest-defined "award" mechanic, but it is very much a role-playing game -- in fact an eponymously purer RPG than D&D or many other commonly known ones. I do however, think that a definition is a useful thing, not for just exclusionary thought -- a game like the Waterdeep board game, or the old "Dungeon" board game, is not an RPG, even though containing most of the elements of Hobby RPGs. It is helpful to define what elements make up the concept so as to distinguish when someone asks the question of "what is a role-playing game?" and "what is a hobby RPG?" On the topic, avatars, progressive improvement, co-operation, and GMed adventure. Avatar is kind of non-negotiable, even if you are playing a version of yourself. Similarly, a meeple on a board would not apply -- it needs to be a character with some semblance of a narrative existance. Progressive improvement is not a given - as in the case of Fiasco, or Dread (the Jenga mechanic game) or other similar games, there might be an "award" mechanic, but even story itself is an award in some cases. Co-operation - i can do without this one, because of many contrary examples (Paranoia being just one.) a GM, again, games such as Fiasco and Capes don't use them, and I'll go one further to say Capes is a good example of a game that can have progression without a GM. [/QUOTE]
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