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...

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

aramis erak

Legend
This discussion of 3E D&D Skill Focus as a "trap option" is puzzling.

As far as I can tell, @billd91 and @Imaculata don't disagree with @Ovinomancer that taking Skill Focus (Intimidate) didn't and probably couldn't have made his Fighter/Rogue PC mechanically impressive at Intimidation. They don't disagree that there may have been better if less intuitive options to try and strengthen the character's Intimidation bonus (eg fishing for Synergy bonuses). And they don't disagree that while the game appeared to present the goal of trying to make the character impressive at Intimidation a realistic one, in fact that goal was probably doomed to failure, especially in a party containing a Bard.

Given all this, if Skill Focus (Intimidation) doesn't count as a "trap option", what would?
Most of the 3E multiclass options are fundamentally either traps or munchkinizing. Done right, they find loopholes and exploit them... but any other mode? They usually put you as second rate in both.
 

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billd91

Not your screen monkey (he/him)
This discussion of 3E D&D Skill Focus as a "trap option" is puzzling.

As far as I can tell, @billd91 and @Imaculata don't disagree with @Ovinomancer that taking Skill Focus (Intimidate) didn't and probably couldn't have made his Fighter/Rogue PC mechanically impressive at Intimidation. They don't disagree that there may have been better if less intuitive options to try and strengthen the character's Intimidation bonus (eg fishing for Synergy bonuses). And they don't disagree that while the game appeared to present the goal of trying to make the character impressive at Intimidation a realistic one, in fact that goal was probably doomed to failure, especially in a party containing a Bard.

Given all this, if Skill Focus (Intimidation) doesn't count as a "trap option", what would?
Value laden connotations abound here.

Some characters may have an easier route to higher values, that doesn't necessarily make their options better if you're set on playing a barbarian for other reasons and yet still want to be better at intimidation (particularly being as good at it as a barbarian who had the luck to have a significantly higher charisma) than you would be if you hadn't bought the feat.
I don't agree that the game appeared to present the goal of being impressive at intimidation as realistic when it was doomed to failure. That character might still be impressive at intimidation - just on a somewhat more expensive path to it (which is OK - the game doesn't need to be played with a style of maximizing bonuses) than someone else on a different path.

So it may not be the highest degree of optimization, but I wouldn't characterize non-optimal as being a trap. There's no deception going on here suckering a mark into a poor choice. You might have opted for a more efficient choice with something else, but the choice made here isn't necessarily bad. And in other circumstances, particularly ones where simpler characters without a lot of conditional stuff to have to remember are preferred (just to name an example), the feat may be a perfectly fine choice.
 

A 'trap' suggests that your chosen feat makes your character worse, or even broken. I don't know of any feat in 3e that does any of those things. Is Skill Focus a lousy feat and a total waste? In my opinion, yes. There are comparatively many feats that are far more useful. But Skill Focus will improve a skill, and make your character better at it. It will not break your build, or weaken your character.

Not everything is about building the most optimized character that beats every other class in every skill. You are not competing with anyone. In 3e, if you want to be good at intimidation, there are multiple options to get your ranks to a decent sufficient level. You don't need to max everything out. Will high charisma characters have an easier time improving a charisma based skill? Obviously. I don't see that as a flaw of the system.

If I dump a few extra ranks into intimidation, I can easily get it up to +8 or +10 with any class if I want to. That will allow me to succeed at an intimidation check almost every time. What more do you want?
 

Aldarc

Legend
If I dump a few extra ranks into intimidation, I can easily get it up to +8 or +10 with any class if I want to. That will allow me to succeed at an intimidation check almost every time. What more do you want?
Hmmm...not sure about that. "Extra ranks" were not always easy to come by in 3e for every class, plus you were also facing an uphill battle if that skill happened to count as a cross-class skill. Fighters, for example, were notoriously skill starved (2 + Int modifier), and Intimidate for Fighters in 3e* were a cross-class skill, which would require two skill points to level up one rank in a cross-class skill.

* Intimidate was, however, added to the Fighter's class skill list in 3.5e, but we are talking about 3e as originally designed.
 


Aldarc

Legend
When I talk about 3e, I tend to include 3.5 along with it.
Be that as it may, Fighters were definitely not exactly swimming in extra skills to spend in any iteration of 3e, especially since 5e's Athletics skill was still split between Climb, Jump, and Swim. And if you wanted to Intimidate well, then you are probably wanting to invest in Charisma over against Intelligence, which would limit your skill points further.
 

Be that as it may, Fighters were definitely not exactly swimming in extra skills to spend in any iteration of 3e, especially since 5e's Athletics skill was still split between Climb, Jump, and Swim. And if you wanted to Intimidate well, then you are probably wanting to invest in Charisma over against Intelligence, which would limit your skill points further.

This is by design. Fighters are intended to have lots of feats, and very few skill points to balance this out. This means that a fighter who wants to have a high intimidate needs to make some difficult choices.

I do believe there are some intimidate-related feats though in the expanded material.
 

Aldarc

Legend
This is by design. Fighters are intended to have lots of feats, and very few skill points to balance this out. This means that a fighter who wants to have a high intimidate needs to make some difficult choices.

I do believe there are some intimidate-related feats though in the expanded material.
That's a bit of an obvious non-answer since it's clearly by design or otherwise it wouldn't have been designed that way, but that doesn't mean it's good design.
 

pemerton

Legend
A 'trap' suggests that your chosen feat makes your character worse, or even broken. I don't know of any feat in 3e that does any of those things.
There are no options that do that, are there? So clearly that's not what people mean by "trap option".

They mean something that doesn't actually do, in play, what it presents itself as doing. Which is exactly what @Ovinomancer is complaining about.

Is Skill Focus a lousy feat and a total waste? In my opinion, yes.
But does the feat say, of itself, that it is useless? No. It presents itself as useful. That's the trap!
 

There are no options that do that, are there? So clearly that's not what people mean by "trap option".

But that is what the term generally means. Especially in relation to Magic the Gathering. The problem here, I think, is a general misunderstanding of the goal of the system.

But does the feat say, of itself, that it is useless? No. It presents itself as useful. That's the trap!

It is not a useless feat. That's the point! It's a suboptimal one. But sub optimal feats do not break your character the way a bad deck in Magic the Gathering, or a bad skillbar in Guild Wars would. Plus it is not a competition, and everyone in your party will be fulfilling different roles.
 

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