D&D General Styles of Roleplaying and Characters

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pemerton

Legend
Except that the goal of play is neither of those. The goal of play is to have fun and bring fun to everyone at the table. Period, indisputable.

<snip>

But it is flat wrong to say that the goal of the hobby is to do anything but for the group to enjoy themselves - that's why you play/run, and that is the only way to "win" D&D.
I don't think this is an effective way to talk about RPGing. It doesn't distinguish RPGing from any other sort of gameplay.

The goal of playing boardgames is to have fun. That doesn't mean that if I don't enjoy (say) Splendour I'm doing it wrong. It means that maybe I should look at a different sort of game, or even a different (more appealing to me) variant of the same sort of game.

If I turn up to a boardgame club and join a game of Splendour and make all my choices based not on trying to meet the win conditions of the game, but rather on whether or not I like the picture on a particular card, at best I'm a slight distraction to the other players and at worse I'm being disruptive. Changing the example to some sort of cooperative game only increases the likelihood that I'm being disruptive.

If I turn up to play a typical D&D game in which the GM has said (say) Let's play White Plume Mountain and I focus on the portrayal of my character at the expense of beating the dungeon and recovering the stolen swords, I'm probably a problem player. There are RPGs where portraying my character is a central goal of play, and I personally prefer those RPGs to Gygax-ish or mainstream contemporary D&D. But one of the starting points for those games is to completely abandon the assumptions about prep phases, participant roles etc that are inherent in a GM saying Hey, who wants to play White Plume Mountain.
 

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pemerton

Legend
Certainly the goal is to have fun. I think what @pemerton is referencing is the possibility that "3D Roleplaying" and dungeons and dragons specifically (and not the ttrpg hobby more generally) might be misaligned. This is part system, part play culture, part genre emulation. So for example basic dnd does dungeon crawling very well, the culture of people interested in that game support that play style, and together a pulp sword and sorcery genre is emulated. Fun! Does the same game do romance well? I'm sure it's possible and has been done, but mostly because the open-endedness of ttrpgs makes so that invested players can bend a system or abandon it to do something for which it was not designed.
As well as what you have posted, I just think it's silly to say the goal of the game is to have fun and there's nothing more to be said. That's not true of backgammon, it's not true of five hundred, it's not true of Forbidden Island, so why would it possibly be true of games like D&D?

Asserting that there's no tension between mission-oriented RPGing (with all that entails, including the particular function of the GM including the GM's prep phase) and portrayal-of-characters RPGing is just a non-starter. Kubasik noticed it in the early 90s. Designers like Ron Edwards, Vincent Baker and Luke Crane have built a whole suite of "indie" rpgs and associated approaches to play around the point (and Edwards at least has expressly referenced the influence of Kubasik on his thinking). I discovered it for myself running character-oriented AD&D games in the latter part of the 80s, though because I'm not an RPG genius like Edwards, Baker or Crane I only muddled through until I started to become familiar with their approaches and solutions a bit over 15 years ago.

pemerton said:
If people are playing a game with the goal of succeeding at the mission, and they have a miserable time playing, then don't they need to revisit their choice of game?

I don't see that RPGs are very different from other games in this respect.
Why would the DM's failure to provide a good time playing the game mean that they need to change games?
This is another aspect of what I'm gesturing toward, although I perhaps haven't made it fully explicit. The idea that the success of the game in providing fun is about what the GM provides is itself an expression of assumptions about the role of the GM, the GM prep phase, etc which is in my view part of the problem rather than part of the solution.

If you want to play a RPG in which the goal of play is for the participants to portray their PCs, and you want that to work smoothly without any of the tensions that are implicit in the notion of "suboptimal" action declaration, then a good first step is to abandon the premise that the GM is providing entertainment to the other players, be that in the form of a dungeon or a series of encounters or a mystery or plot to be resolved.

As I posted already in reply to @Umbran, whether you stick to the basics of D&D action resolution and PC building when you do that strikes me as a secondary concern. I mean, I think there are features of both (at least outside of 4e D&D; and even 4e D&D has its quirks) that are less than ideal for character-portrayal-oriented RPGing which is why I don't use D&D for my RPGing, but those are secondary concerns. I've done character-portrayal-oriented RPGing using Rolemaster (as per my story above about the PC whose life fell apart), and RM isn't heaps more ideal than 3E or 5e D&D for such play. (I can explain why it's a bit more ideal if anyone is interested.)

Whether we count it as the same game when we've changed the goals of play, the nature of the prep phases, the authorities over the fiction of the various participants, etc, strikes me as an arid debate. Are The Crew and five hundred the same game, or not? For me, if I've been starved of whist-style gaming for years, then yes - either will do! If I'm turning up to a world championship, though, then I'd like to know which one I'm expected to prepare for, because while they use the same basic techniques these are adapted to different goals of play and relations among the participants.
 

Hussar

Legend
Not to relitigate, but I wouldn't call your characterization of early D&D editions as "not even roleplaying games" as being aligned what Colville is saying in his video. YMMV.
I'd say that align pretty closely to how others were describing roleplaying in the early days between what Colville calls zero dimensional roleplaying and how modern RPG's are far more interested in three dimensional play. Even if, as @pemerton rightly points out, D&D isn't perhaps the greatest of vehicles for 3D play, the shift in D&D from Gygaxian OD&D and 1e through the editions and into 5e is pretty marked.

Now, me calling AD&D barely a roleplaying game was because I don't really view zero dimensional play as role playing. But, that's my personal bias. Colville is obviously trying to take a much more conciliatory tone that I do, but, AFAIC, the message isn't really substantially different.

And, just to add, when you have a mixed table with some people playing an RPG in Zero D mode and some players who try 3D play, the game is a complete train wreck and frustrating as all hell. So, creating a framework in order to discuss how people play is of obvious value. My mistake is projecting my own preferences onto the framework. But, if we adopt this style of framework and it becomes wider spread, it would make recruiting new players a LOT less painful.

DM: Hey, I want to run ((Insert Game/Adventure)). I'm interested in 3D play. Who's in?

vs

DM: Hey, I want to run ((Insert Game/Adventure)). I'm interested in 0D play. Who's in?

is a very, very useful way to characterize a table.
 
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Hussar

Legend
God I hope Colville's "dimension" terminology doesn't survive as a thing.
Funny how we see things so differently. I would LOVE to see this survive as a thing. Would make recruiting players SO much easier.

I wonder if there is any correlation between those who are pushing hard against this idea and the stability of their gaming groups? As in, people who have stable gaming groups whose membership doesn't change terribly often, have no need for this sort of framework and see it as insulting, vs, someone like me, whose table membership varies often, sometimes month to month. In 3e, for example, I played exclusively online. I actually started counting the number of players I'd had at my table and stopped when I reached a hundred in under 4 years.

Heck, even now, since I've started rebuilding a new group since a year ago last April, I've seen close to 30 players at my table. Having something like this as a shorthand would be a godsend.
 

pemerton

Legend
a player in a D&D game can have a detailed backstory and another could not have anything at all and just 'wing it,' but this really isn't the concept being discussed. In both of these cases, the player is still the absolutely stakeholder in the character and it will be exactly as they say. MBC is driving more to contrast this with situations where the player isn't the absolute stakeholder, but perhaps, at best, the majority stakeholder -- they usually get the say about the character, but other things like other players or the system also have input that must be acknowledged. This is not saying the same thing as the player gets to decide how the character reacts to events (absolute shareholder) but rather that sometimes the player does not get this say and has to reconcile those results with the character being played. The LoU example where the character suddenly finds they cannot go through with the plan due is such an issue -- the player is not making this choice, the system did, and now the player has to accommodate that within the character.
I want to build a bit on what I've quoted, and maybe in doing so will provide some responses to @Manbearcat's questions.

First, a big picture point: sometimes when we talk about player-driven RPGing there is a tendency for the discussion to turn into one about (so-called) "narrative" mechanics like (eg) the ability of players to author elements of setting or backstory that are distinct from the causal consequences of action declarations for their PCs. I find that turn in the discussion almost uniformly unhelpful, because it substitutes discussion of one technique which is found in some games (eg Marvel Heroic RPG, to an extent Burning Wheel) but not others (eg there's very little of it in Apocalypse World) for discussion of the more fundamental issue, about the roles of the participants and the priorities of play.

Somewhat similarly, I think it risks distraction if a discussion about who controls the conception of the character turns into simply a discussion about mechanical techniques. Some RPGs have techniques that allow another player to declare actions for a PC - eg domination effects in D&D - and others don't - eg Burning Wheel (in BW, the closest spell to domination - Force of Will - forces a player to rewrite one Belief of his/her PC, but does not allow anyone else to declare actions for the PC). Some have rules that constrain what actions can be declared that flow from "non-rational" manifestations of PC beliefs/personality (eg the Traits and Passions in Pendragon; resistances to temptation in The Dying Earth; morale rules in Classic Traveller and the somewhat similar Steel rules in Burning Wheel) and others don't (eg 4e D&D). Some have rules that allow PCs to be persuaded in some or other fashion which then creates limits on the player's action declarations (eg Duels of Wits in Burning Wheel; the social resolution framework of The Dying Earth) while others don't (eg in MHRP a PC can suffer persuasion-type debuffs that apply to any action that departs from what the persuader wants the character to do, but the player always gets to choose their PC's action unless the PC is actually "stressed out" by the debuff). And some RPGs have build elements that (i) express PC traits/inclinations and that (ii) can be imposed by other game participants (eg Burning Wheel uses Traits for this purpose, and Traits can be gained or lost via the whole-of-table Trait Vote process)) while many don't have anything like this.

But even a very mechanically "vanilla" game can be played in a way that is closer to player as majority than player as absolute shareholder. Mechanical techniques can help, but they won't work - they will just be sources of friction - if the fundamental orientation is not already there.

To try and elaborate on the previous paragraph, and to start to provide some answers to @Manbearcat's questions, let's think about a concrete example. A player is playing a character who has, as a bit of backstory and nominated personality, I love my family. We can imagine the player has written up some family-related backstory; that as part of the portrayal of their PC, the player talks often about "ma and pa" and the lessons learned from them; expresses longing to return home and see them; etc. (In fantasy fiction I think Sam Gamgee would be an easy example for the player of this character to keep in mind as a character model.)

Now, suppose we're 6 months into the campaign, and the PCs have been raiding dungeons and rescuing prisoners and earning XP and gaining levels. And our imagined player once again makes some reference to missing the family back home. Is it fair game, or a low blow, for someone else at the table to respond Well, if you miss them so much, what are you doing still hanging out with us?

I don't think there is any single answer to my question, as to whether or not the italicised response is fair game or a low blow. Everything depends on expectations of play. If the game is mainstream D&D of some form or other, then I think the response is either a low blow or (perhaps that should be and) a type of breaking of the fourth wall. Because - as per my posts upthread - mainstream D&D depends on keeping the portrayal of character under strong constraints. And so there are only two basic alternatives: every PC is someone with no bonds beyond those forged among the party or in the moment of interaction with a NPC (this can range from amoral, asocial mercenaries to Shane- or Conan-esque rootless wanderers); or the PCs cover a wider spectrum of humanity (including, maybe, Sam Gamgee) but we deliberately avoid interrogating why it is that their day-to-day behaviour and priorities seems inconsistent with their notional social and emotional commitments. That's why I refer to a breaking of the fourth wall: because asking Well, if you miss them so much, what are you doing still hanging out with us? is in effect drawing attention to the game play conceits that mean that all expressions of character have to be subordinated to other priorities.

This is consistent with the player being the absolute shareholder in that sort of game. Behaviours - ranging from mind control, to expedient choices made to avoid "suboptimality", to the failure to return to the family one constantly misses - that seem at odds with professed character are politely ignored, or the dots aren't joined, and the player is allowed to keep expressing his/her conception of his/her PC sincerely but with the degree of muting appropriate to this sort of RPGing.

(There's a resemblance here to some serial fiction - some comics, some TV shows - where no matter how much drama or trauma or hardship a character goes through, they still play the role of loyal sidekick or plucky underdog or comic relief or person who reminds us about how much family matters no matter how disconnected that is from any realistic assessment of the character's actions and choices and circumstances.)

Contrast with the above where the response is fair game. Or where, every time the player makes a choice for his/her PC that increases the distance (geographic, emotional, experiential) from family the GM is allowed or even expected to ask OK, so are you really still committed to your family? Where it's considered acceptable for a GM, or another player, to ask how being mind controlled changed the character. Or whether, having run away at a crucial moment (say due to a failed morale or Steel check) the PC can still look at themself in the mirror.

That's a game in which the player is not absolute shareholder. Other participants are expected to engage with the interplay of PC and situation, and to ask questions and express opinions about how the PC has changed; and the player of the PC is expected to suck that up and even take it on board! But the flipside to this being fair is that the player must have the space to explore and express the character s/he wants to play. That means a change in understandings of participant roles from mainstream D&D.

This sort of non-absolute approach to player control over the character can be serious - which is how my group approached it playing Rolemaster and how we approach it in BW. It can be more lighthearted or 4-colour, as in our 4e D&D play, or even completely zany as in The Dying Earth. But in all cases I think it requires abandoning a conception of play where the notion of "suboptimal" action declaration has purchase.
 

nedjer

Adventurer
I prefer to stick the drama in the gameplay but he's laying on a show and some tyres never run out of tread. LARP gamers would consider the theatricals pretty tame as they pen academic articles about character implosion and bleed psychosis.
 

pemerton

Legend
Even if, as @pemerton rightly points out, D&D isn't perhaps the greatest of vehicles for 3D play, the shift in D&D from Gygaxian OD&D and 1e through the editions and into 5e is pretty marked.

<snip>

when you have a mixed table with some people playing an RPG in Zero D mode and some players who try 3D play, the game is a complete train wreck and frustrating as all hell. So, creating a framework in order to discuss how people play is of obvious value

<snip>

DM: Hey, I want to run ((Insert Game/Adventure)). I'm interested in 3D play. Who's in?

vs

DM: Hey, I want to run ((Insert Game/Adventure)). I'm interested in 0D play. Who's in?

is a very, very useful way to characterize a table.
Well, I think that saying I want to run such-and-such adventure in 3D play is itself a recipe for a trainwreck. For all the reasons Christopher Kubasik gave us in the early 90s that I posted not far upthread.

(Now 1D play will work fine, but frankly I think I'd prefer 0D to 1D, which might be a point where I overlap not just in analysis but preference with @Bill Zebub.)
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Funny how we see things so differently. I would LOVE to see this survive as a thing. Would make recruiting players SO much easier.

I wonder if there is any correlation between those who are pushing hard against this idea and the stability of their gaming groups? As in, people who have stable gaming groups whose membership doesn't change terribly often, have no need for this sort of framework and see it as insulting, vs, someone like me, whose table membership varies often, sometimes month to month. In 3e, for example, I played exclusively online. I actually started counting the number of players I'd had at my table and stopped when I reached a hundred in under 4 years.

Heck, even now, since I've started rebuilding a new group since a year ago last April, I've seen close to 30 players at my table. Having something like this as a shorthand would be a godsend.

It's not the existence of a shorthand that bothers me, it's the terminology that elevates one playstyle above the others.
 

Oofta

Legend
Certainly the goal is to have fun. I think what @pemerton is referencing is the possibility that "3D Roleplaying" and dungeons and dragons specifically (and not the ttrpg hobby more generally) might be misaligned. This is part system, part play culture, part genre emulation. So for example basic dnd does dungeon crawling very well, the culture of people interested in that game support that play style, and together a pulp sword and sorcery genre is emulated. Fun! Does the same game do romance well? I'm sure it's possible and has been done, but mostly because the open-endedness of ttrpgs makes so that invested players can bend a system or abandon it to do something for which it was not designed.

Why would you need or want the system to do romance in a role play heavy game?

Asking for a friend who never understands statements like this. How does romance , likes, dislikes, PC interactions in general get boiled down to rules and charts if people are trying to make their PC come to life by doing what their PC would do?
 

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