Worlds of Design: What Defines a RPG?

It’s a daunting task to try to define and characterize a segment as large and diverse as tabletop role-playing games in just a few words. But here goes.

It’s a daunting task to try to define and characterize a segment as large and diverse as tabletop role-playing games in just a few words. But here goes.

rpg.jpg

Picture courtesy of Pixabay.
Life is either a daring adventure or nothing.” Helen Keller​

Some people won’t be happy with my definitions--which is my opinion, drawn from experience. But the purpose of such exercises is (aside from encouraging people to think) to narrow down something so that we can talk about it intelligibly.

Defining the Undefinable​

There are two ways to define something: 1) specific (as in a dictionary), but this usually leads to dispute even when what’s being defined is a single word; or 2) describe typical characteristics, even if it’s possible that some will not have all of those characteristics. I’m trying the latter, being general enough to think all the characteristics are necessary.

What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human-opposed co-operative game. There are four characteristics:
  • Avatars,
  • progressive improvement,
  • co-operation, and
  • GMed opposed adventure.
Simple enough, but in defining a concept it’s sometimes easier to explain what it isn’t.

What RPGs Are Not

Role-playing games, as defined by the last word, are games and therefore require opposition. An RPG is not a puzzle (with a correct solution); an RPG is not a means for the GM to tell a story (reducing player agency immensely); an RPG is not a storytelling mechanism, whether for players to tell each other stories, or for the GM to tell a story. These things all exist, but to include them in the definition goes far beyond the realm of game. A game is a form of play, but most forms of play are not games.

Not Just Role-Playing​

Technically, a role-playing game may be any game where you play a role – which is a LOT of games, tabletop and (especially) video. It even includes some business simulations. I’m more interested in what makes a game a hobby RPG, a game played frequently by hobby game players. So I’ll discuss role-playing in terms of avatars.

What’s a “Pure” or “Real” Avatar?

  • A single thing/entity that represents the individual player, most commonly a humanoid
  • All the player’s actions in the game emanate from the avatar
  • The “pure” avatar is fully subject to risk: if it dies/is destroyed, the player loses (at least temporarily)
An avatar could be a spaceship, a tank (World of Tanks) or other vehicle, even a pizza-shape (Pac-Man). In video games, the avatar typically respawns. In hobby RPGs, the avatar is a creature, usually human or humanoid. (For more detail, read "The most important design aspect of hobby RPGs is the Pure Avatar".)

Avatars sometimes have a separate developer-provided “history” and personality (Mario, Sonic). Sometimes an avatar is a blank slate so that the player can more easily infuse his/her own personality or fictional character background into the avatar.

In many games, a "kind-of-avatar" is not the source of all action, nor does the game end if the avatar is killed. That’s not an RPG.

Progressive Improvement

This can happen in many kinds of games. But in what we call RPGs, it’s some variety of:
  • Gaining experience to rise in levels, and the levels give more capability (though the term “level” might not be used)
  • Gaining skills/feats/features (which give more capability)
  • Collecting magic or technological items (which provide extra options, defense, offense, etc.)
  • Acquiring money/treasure (which can be used for lots of things)
  • No doubt there are some RPGs with other ways to improve, for example via social standing if that is formally tracked
Does it need levels? No, but that's typically (conveniently) how increase in capability “without employing the loot I've got” is expressed.

So a game where the hero(es) don’t progress in capability – or only a little – might be an interesting game, but it’s not an RPG. Many of you can think of board, card, or video games of this kind. Well-known heroes in novel series rarely progress significantly in capability, for example James Bond.

You can have avatars without progression, you can have roles without “pure” avatars, you can have progression without avatars, but those are not what we categorize as RPGs.

Co-operation, Adventure, and a Gamemaster That Controls the Opposition/Enables Adventure

  • Yes, opposition. It’s not a game (I use the traditional sense) without opposition, though it might be a puzzle or a parallel competition
  • I don’t see how there can be significant opposition without a GM/referee; unless you go to computer programming
  • If there’s no co-operation, if it’s player vs player, it’s more or less a board/card game in concept
I include Adventure, because the stories coming out of the original RPGs would be called adventures. In the 21st century we do have novels that don’t seem to have any particular point other than describing everyday life, and I think that’s leaked over into so-called RPGs as well. Whether adventure is necessary is a debatable point (surprise), though I’m certainly not interested in RPGs without Adventure.

The GM also allows the players to try to do “anything” that could be done in the current situation. Some regard this freedom-of-action (extreme player agency) as the defining aspect of RPGs, and it’s certainly vital; but think of a story RPG where the linear plot (typical of stories) forces players to do just what the story calls for. That’s not freedom of action. Yet story form may be the most common form of tabletop RPG.

And consider games like Minecraft. You can try to do almost anything there, too, but it's not an RPG.

Where does this leave computer RPGs? There’s not exactly a GM, though the computer tries to be. There’s certainly not as much freedom of action as with a human GM . . . But my goal was to define hobby tabletop RPGs.

Your Turn: What’s your definition of a role-playing game?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Campbell

Relaxed Intensity
Not terrible, I think. But it misses out the identification with the avatar that makes a difference between and RPG and RPG-like boardgames like Gloomhaven. Would it be too much of a stretch to say that for an RPG the player is more concerned with the internal state of the avatar, whereas for other games they are more concerned with external state?


While it's definitely true for me personally, I do not think that's really fair. Early D&D does not presume any meaningful level of personal identification with the character.
 

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MGibster

Legend
What? That's a basic larp, right there.
That's 100% true. I don't think most of the other participants would have thought of it in those terms though. Even as a long time D&D player I didn't think of it that way at the time. It's kind of like how some people who love video games don't recognize "casual" games as real video games.
 

Umbran

Mod Squad
Staff member
Supporter
It may be really useful as a player satisfying characteristic because it kind of sucks to play the same character session after session with no sense of making progress toward a better character - be it in skill, inherent characteristic, gear, or prestige.

I think that's kind of assuming the conclusion, though - it sucks to not progress when you expect to progress.

I've recently absorbed the rules for the Sentinel Comics RPG. It doesn't have progression. Mind you, you can totally recreate your character every six sessions or so, if the narrative warrants it in your mind. They'll be the same basic power level, but the character does not need to be the same forever. You can make the character change to meet the way things have turned out.
 

Arilyn

Hero
RPGs are really broad. There are GMless systems, solo RPGs, games with one player and one GM. There are the "gentle" RPGs, focussed on journeys and helping. Troupe play allows players control over more than one character. Styles vary in how much players can contribute to the setting.

We all "know" what constitutes an RPG, and other than the arguments that Umbran pointed out are used to win arguments, I'm not sure that there is a hard and fast definition.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
It is always interesting to see how some casual attempts at definitions can quickly get emotional and wrapped up in the politics du jour.

Reminds me of grammar discussions and debates between descriptionists and prescriptivists, except I'm increasingly seeing pushback against attempts to define things at all, regardless of whether your are trying to provide a definition as you think it should be or just trying to describe what you observe.
 


dragoner

KosmicRPG.com
RPGs are really broad.
It is a big tent. Many of these discussions fall to the side of either theory, or practice. Myself, I find practical is better.

It is always interesting to see how some casual attempts at definitions can quickly get emotional and wrapped up in the politics du jour.
Our long national nightmare is over.

Nevertheless, when one side hijacks terms, and uses them for decades, it is not surprising when others look at their background. Maybe I'm missing some subtle nuance of the english language though, it would not be the first time.

I remember back in the 90's when this started as Vampire The Masquerade said they were cooler than everyone else as they were storytelling, which elicited a hostile response from people such as Dave Nielsen, line dev of GDW's Traveller New Era back then.
 



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