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.

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
I'm playing PF 1 pretty much exclusively at the moment. I have no doubt that system mastery is important for character building. Vitally so. It is very easy to unintentionally build an under powered character. And that might be fine if all the PCs are underpowered. The GM can simply dial down the danger. But if you have a mix of under- and over- powered characters you end up with players feeling useless.

I recently had just this issue. It that came about due to some fundamental misunderstanding of game mechanics, specifically character build mechanics. The party had a sorcerer as their main magic dude. The group was struggling a bit with knowledge skills so the sorcerer's player decided to multi-class as a wizard. The player assumed (incorrectly) that by taking some wizard levels they would suddenly have a character with a bunch of wizardy know how. And of course their caster level was buggered, being stretched over 2 classes. I advised, very strongly, against this but the player was convinced it was a good idea. It took a whole level and about 5 sessions (we level slowly) for them to see just how power-maimed their character had become. Luckily, as of last session, the character has been rebuilt as a pure sorcerer and is once again on par with effectiveness re. the rest of the party.

So, yeah, under powered builds are very possible.
 

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It's definitely not true in Runequest, or Herowars. Or any of the Powered by the Apocalypse games.

It's not true in Sorceror, or Bushido, or Paranoia, or Tunnels & Trolls, or Blades in the Dark, or Privateers and Gentlemen, or Call of Cthulhu, or dozens more games I've played either.
Or Dogs, Mouse Guard, or My Life With Master.

I’ve GMed a lot of 3.x.

I’m fairly certain it’s the only game I’ve played where (a) intraparty and party: obstacle game balance becomes progressively more sensitive to PC build choices, (b) where trap options were intentional, and (c) that was intentfully designed in as a part of skilled play (I’m 100 % certain Monte Cook or another dev explicitly conveyed this somewheres).
 
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That is definitely one source if not the source; the Timmy Card and related system mastery MtG inspiration at the build level.
That is also a misreading of Monte's point. It's not that the options are deliberately traps - rather, that they have a place in the game but that place isn't everywhere. Knowing that place is an element of system mastery. Monte's big regret about this was that they didn't spend enough time providing that information up front.
 

That is also a misreading of Monte's point. It's not that the options are deliberately traps - rather, that they have a place in the game but that place isn't everywhere. Knowing that place is an element of system mastery. Monte's big regret about this was that they didn't spend enough time providing that information up front.
It seems pretty clear from this:

Monte Cook: These are cards that look cool, but aren't actually that great in the game. The purpose of such cards is to reward people for really mastering the game, and making players feel smart when they've figured out that one card is better than the other.


that such choices were "traps." His overarching points is that the designers should have been clearer with guidance about how the rules function and not just simply have presented the rules with little to no commentary.

edit: Something has gone wacky with the bold formatting here, and I can't seem to right it.
 

It seems pretty clear from this: "These are cards that look cool, but aren't actually that great in the game. The purpose of such cards is to reward people for really mastering the game, and making players feel smart when they've figured out that one card is better than the other."
that such choices were "traps."
That interpretation depends on deliberately interpreting what he's saying in the worst light or not believing the rest of his blog post. Frankly, I don't think there's a reason to do either. "Trap" feats like Toughness are useful in the right circumstances and Monte identifies a couple (the stronger one is the one-shot convention game where the DM can't be certain what levels of experience players will have).
 

It seems pretty clear from this:

that such choices were "traps." His overarching points is that the designers should have been clearer with guidance about how the rules function and not just simply have presented the rules with little to no commentary.

edit: Something has gone wacky with the bold formatting here, and I can't seem to right it.
I think that there is a difference between saying that some feats are generally better than others, which may have more circumstantial uses, and saying that some feats are trap options. The latter is an uncharitable reading IMO. He also, for example, mentions things like longswords being generally better than some of the other weapons. It's not necessarily a "trap" to use non-longswords, just that the longsword may have a more consistent edge.
 

I haven't read the entire thread, so apologies if this was already mentioned, but the listing for progressive improvement always makes me wonder if Classic Traveler (affiliate link) wasn't an RPG, since that game didn't have the characters improve over time:

“The experience which is gained as the individual character travels and adventures is, in a very real sense, an increased ability to play the role which he has assumed.” – Traveller, Book 2.
 

I think that there is a difference between saying that some feats are generally better than others, which may have more circumstantial uses, and saying that some feats are trap options. The latter is an uncharitable reading IMO. He also, for example, mentions things like longswords being generally better than some of the other weapons. It's not necessarily a "trap" to use non-longswords, just that the longsword may have a more consistent edge.
When I think of trap options, I think of cross-class skills. Some feats that I think of are the ones that appear to provide a benefit, but are quickly lost or overshadowed by other options -- like skill focus.
 

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