Pedantic
Legend
I've never related to video games this way and have always been a little baffled by people who do. I remember quite clearly a conversation with a friend who just couldn't deal with the graphics in Slay the Spire and found it essentially unplayable as a result. That struck me as completely bonkers, because that is a game all about the mechanics, and I've gone back and played Dreamquest to get a handle on the origins of the genre (and was literally done by an amateur in MS Paint), so StS looks great.Oh. Wow. The thread really moved overnight. To avoid posting a dozen responses, here's a few responses.
Immersion. Tabletop RPGs have never been that immersive for me. Never. I'm always trying to find that immersion, but it's elusive. The fact that you have to stop pretending to engage with the mechanics breaks immersion. That you're literally sitting around a table with other people who're talking, planning, grabbing food and drink, etc breaks immersion for me. I've never been that immersed in a tabletop RPG. I have been far more immersed in video games. Not because or in spite of the mechanics, but because the whole experience is far more immersive. The graphics, the sound, the smoothness of play, etc. All together that feels far more like a secondary world you could live in infinitely more than any tabletop RPG experience I've ever had. And I've played with some amazing GMs in some amazing games. What breaks immersion in those video games is running into things you cannot interact with, doors that won't open, objects you can't touch, people you can't talk to, etc. The tabletop RPG GM solves for that problem...but utterly lacks all the elements that make a video game immersive. So why prevent the game from being well designed to preserve immersion when tabletop RPGs are so bad at immersion?
Immersion is mostly a uselessly subjective term at this point, but the idea that a video game could offer it better....I've had enough experience with other people to know it's true and valid position, but in a vacuum, I'd find the idea laughable. The very thing that video games can't do, but a TTRPG can, accepting a huge variety of player goals and at all points allowing players to bring every rule to bear is the whole point.
This is the point I thought you were going to make in the opening post of the thread, and that I was primed to agree with.I don't think that's really an objection to the players knowing the rules, rather it's an objection to the rules being so badly designed. At least that's my objection to optimization. I don't care that the player knows the rules and can exploit them...I really hate the fact that the game is so badly designed that there are such glaringly obvious exploits in the game. Like...one person reading the book and making a post breaks the game...and yet the "professional game designers" completely missed that? People with basic math skills can spot that this combo is mathematically superior to every other option...and yet the "professional game designers" completely missed that? Fire the "professional game designers" and hire the people who can break the game in an afternoon with basic math skills and some thinking.
Tactical infinity is overrated, both as an RPG design goal and as a sticking point for designs. I'm going to go out on a nominative limb and suggest that it's strategic infinity that's more definitional to a TTRPG. Frankly, I don't think an infinite action declaration space is particularly important. Most action declarations get broken down into generic resolution systems and become equivalent to each other when it's seriously considered as a design goal anyway, and if the actual mechanic that's resolved is 1 of "say the correct words to resolve the problem without difficulty" or "say the correct words to resolve the problem with an X% chance derived from your skills" then it's not particularly infinite, is it? Most RPGs that claim to lean in to this space are really just flattening the mechanical actions permitted down to a small, easy to resolve number, or leaving it undefined and letting the GM design their own ultimately similar system as it comes up.But, the flip side of that is players who know the rules and think they're limited to those rules. That's not how tabletop RPGs work. PCs have tactical infinity. That's what the GM is for. To adjudicate all the nonsense the players get up to.
If it doesn't handle elements it's supposed to well, that's bad design. What is D&D's "intended purpose"?
The real infinity that's structurally important to a TTRPG is the unbounded playtime and the player's ability to set new victory conditions. I'd argue that many RPGs actually only have a handful of actions, once you reduce those actions down to their mechanical elements, though I'd personally prefer an RPG with many, thoroughly specified and mechanically defined actions. The bit that's infinite is players deciding what they want to achieve with those actions, and once it's achieved or impossible, repeating with a new victory condition. Board games end, and begin with their victory conditions spelled out. Removing those two pieces and using some other method (what's often called "the fiction") to dynamically set them with players is the thing that makes it an RPG.
I view this as a design problem related to the immersion question above. Actions have some relationship to the fiction, and determining how that relationship works is part of the design plan for a game.Fiction First. Yes, fiction-first games exist. And it's my preferred mode of play. But even those games are still games. They still have rules and procedures. The rules should be fun to interact with, those procedures should produce the kind of play the designers intend. If the rules and procedures do not produce the kind of play the designers intend, then it's a badly designed game. Playing the game should be fun for some subset of players. If not, then it's either not a game for them or it's badly designed.
I'm clearly doing a bad job of explaining myself. I'm not advocating for centering the game mechanics over everything else. I'm wondering why the design has to be so sloppy and produce pointlessly lame gameplay. Like...everything that's not combat in 5E. Most things are one-and-done. Make one roll and that's it. Either it's solved or it's not. And the only real option is to keep rolling until you succeed or walk away. That's lame. And yet that's how the game's designed. Make exploration into a fun part of gameplay, make it a mini game that's actually fun and engaging. But make it optional so tables can engage with it or ignore it as their preferences dictate. Same with social interaction. The minigame of social interaction is anemic at best. So make that into a fun and robust minigame. But one that tables can opt into or out of depending on their preferences. And even combat suffers because most combats are either a pointless cakewalk that's utterly boring or they're a slog with bags of boring hit points.
I agree with all of this, but I take the obvious conclusion not to be "and therefor I don't have to explain why the sword guy does cool things" but to be "and therefor it's inappropriate to design a mundane sword guy as a player option in this game."Realism and Verisimilitude. I've made this argument myself. It really rings hollow. The options are not 1) good, well-designed game rules or 2) verisimilitude. That's a false dichotomy. You can have both by designing the game rules to produce verisimilitude*. Trouble is, this is a selectively invoked argument. Verisimilitude only seems to come up when talking about non-casters. No one's arguing about how magic breaks their verisimilitude. Why? Because it's a fantasy game and magic is cool. Okay, so why make the verisimilitude argument about non-casters? Why can't they be awesome and do cool stuff too? It's honestly a terrible argument.
* But you need to know what the game's goal is as a game. Is the goal of D&D to produce verisimilitude? Then it does a terrible job at it. Is the goal of D&D to do something else? What? Design for that. Pick the thing D&D is good at and design for it. As it stands, D&D is half-assing everything.
I was always super skeptical of the idea, given how foundational a lot of decisions need to be in an RPG design. It's not so easy a matter as having a "simple" core you can add stuff on to, the rules end up interlaced and connected in ways that require you to decide upfront what complexity costs you're willing to pay.Ownership and Modularity. Yeah, that's basically my feelings as well. Everyone thinks their way is right, everyone else's way is wrong...and yet we're all pretending to play the same game. This is what I was talking about earlier in the thread about trying to accomplish too many disparate and mutually exclusive goals. No one game can serve all gamers, yet D&D tries and so does nothing particularly well. There are other games that do things D&D does only they do it far, far better.
I loved the idea of modularity from the DND Next playtests. Such a great premise and promise, and such a disappointment when that rug was pulled.
However, one component exists entirely outside the design space: there's only one version of D&D that exists at a time, and it will get more love and money and support poured into it than any other game in the space. Of course we're fighting about it, and all secretly wishing our preferences might become ascendant! In a very real sense, if you're going to play anything like D&D, then you can win or lose in the market: barring a huge shift in how the market works, we are actually in ideological competition for resources. Admittedly we have no actual control over the outcome, but the situation does pit us against each other.