1e is the where the language gets cleaned up and explicit, distinguishing "players," "characters," and "class" as all different things. We also have this:
AD&D PHB said:
As a role player, you become Falstaff the fighter. You know how strong, intelligent, wise, healthy, dexterous and, relatively speaking, how commanding a personality you have. Details as to your appearance your body proportions, and your history can be produced by you or the Dungeon Master. You act out the game as this character, staying within your "godgiven abilities", and as molded by your philosophical and moral ethics (called alignment). You interact with your fellow role players, not as Jim and Bob and Mary who work at the office together, but as Falstaff the fighter, Angore the cleric, and Filmar, the mistress of magic! The Dungeon Master will act the parts of "everyone else", and will present to you a variety of new characters to talk with, drink with, gamble with, adventure with, and often fight with! Each of you will become an artful thespian as time goes by-and you will acquire gold, magic items, and great renown as you become Falstaff the Invincible!
....which is
explicitly asking you to play a role in the "personality" sense, and links that pretty clearly with defining a "role-playing game."
I don't see where it mentions personality at all.
Falstaff has "god given" abilities, that is, ability scores. An alignment. His/her participation in the game ("acting out") takes place by reference to these. Interaction with fellow players and characters is mediated via character class (fighter, cleric, MU). His/her activities are defined in functional terms - primarily acquiring gold and other treasure and renown (ie XP), which is likely to involve some fighting.
Nothing in the description of Falstaff the fighter gives any indication that a character with the same stats, alignment and class would engage the game differently.
As far as appearance and history are concerned - which are the only nods to the AD&D 2nd ed-style "personality" - these are expressly flagged as something that might be provided by the referee rather than the player.
it seems to me that since the dawn of the term "role-playing game," it has distinguished itself from other kinds of games primarily by talking about the personas of characters, not their functions.
Clearly this is what AD&D 2nd ed does, as I noted in the OP. But I don't think that Gygax's PHB does at all. I haven't gone back to look at Moldvay Basic (I'm guessing, but not sure, that your quote is from Mentzer).
A game has rules, victory conditions, etc. Good games allow for some creativity, sure, but knowing what you're supposed to do to "win" is part of the equation. Also, not winning doesn't mean you didn't have fun. I've gotten my butt handed to me in many games and still have fun. So, what makes a Role Playing Game different?
I don't think that classic D&D
is that different in this respect. It has fairly clear - though somewhat open-ended - win conditions, namely, earning XP by getting the treasure out of the dungeon.
I've got an old copy of HeroQuest. We quickly figured out that the Mage goes in the corner, the Barbarian stands in the open, the Elf gets a ranged weapon, and the Dwarf searches for traps. We all knew our functional roles. If that's the key to being a Role Playing Game, then HeroQuest is a Role Playing Game.
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the D&D rules could be used for an advanced HeroQuest game.
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Instead, I maintain that the persona role is what makes a Role Playing Game a Role playing game.
If we define the "role" in RPG as "playing a character that performs a certain function" then that means any game where there are set roles are an RPG.
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However, that definition precludes any storytelling game where characters lack a set function or responsibility. That inludes games such as GURPs, FATE, Dread, Legend of the 5 Rings, Serenity, Marvel Heroic, Vampire / World of Darkness, Shadows of Esteren, the Dead, Heroes Unlimited. Class-less RPGs.
I continue to think that the most distinctive thing about a RPG is that
the fiction matters to the resolution. This is what differentiates it from miniatures skirmishing, board games, etc.
Because the fiction involves a particular person (the PC), I think it's inevitable that the personality/motivations of that PC will emerge in some fashion, even if very attenuated, as part of that fiction. But this can be, and I think often is, a byproduct of playing in the functional sense.
As far as the other games you mention are concerned, this relates to [MENTION=205]TwoSix[/MENTION]'s question upthread about more indie-style RPGs. I can't comment on all the games you mention, but in Marvel Heroic RP (which I've been running a bit recently) I think the mechanics are intended to make personality/colour part of the character's function. (Hence mechanics like Distinctions, Milestones, etc.) So performing the character's function will inevitably bring the character's personality to the fore, and perhaps lead to it changing (eg in my MHRP game, Nightcrawler ended up forsaking his Catholicism under Wolverine's more cynical influence, taking Mental trauma in the process). The colour of the characters is not mere colour; and it is not a factor primarily just in free roleplaying or in choosing what action to declare. It matters to resolution.
I suspect Fate might have a comparable dynamic, but I've never played it, just read it.
Some of those games might make it quite hard to establish clear functions for PCs. That would tend to suggest that they're more enjoyable for those who think the 2nd ed AD&D description of roleplaying is more apt than Gyagx's.
A successful RPG campaign will see the PCs have compatible functional roles, but this isn't because the functional roles are the R in RPG. It's because going dungeon-delving with a butcher, baker, and candlestick maker is going to be short, bloody, and not particularly interesting.
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given that both persona roles and functional roles exist in an RPG whether one should start with the persona and see which function he gravitates towards, in play, or should the group start with assumptions (implicit or explicit) about what functions need to be filled and each player is responsible for creating a persona that fills one.
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I'm more concerned with having interesting personas because I assume the functions will either sort themselves out
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If you're playing a published adventure, you probably want to at least give a nod towards covering your bases.
I think this raises a slightly separate point - namely, if "roles" are functions then who gets to choose the functions? It also relates to [MENTION=205]TwoSix[/MENTION]'s question upthread about more indie-style RPGs.
Clearly some groups approach this issue from the point of view of a pre-given list of functions that have to be filled. This is especially significant if the content/focus of the scenario or campaign has been determined in advance according to some fairly generic template (eg dungeon delving, or a typical published adventure).
But a game or a group might approach "role" primarily in terms of function/capacities and also choose their own functions, expecting that the GM will then run adventures that suit the particular characters the players have come up with. The all-thief party in AD&D is one example of this. This is also how I've always run Rolemaster: the players build the PCs they want - which are defined in very intricate mechanical terms - and then I build the scenario around that. There is no pre-set list of functions, but that doesn't mean that the "functional" approach to RPGing can't be adopted.