My tastes in terms of genre are pretty conventional: mostly fantasy, a bit of sci-fi, a touch of contemporary.So, I like Narrativist games, and for a fairly long time they were the only games I run and played. But I have learned to enjoy and play other games for what they offer.
My favorite games are actually the sort of character reinforcing trad games like Dune 2d20, Chronicles of Darkness, Legend of the Five Rings Fifth Edition, Tales of Xadia. A lot of what my home group runs tends to be along these veins - including custom Cortex Exalted and our custom Final Fantasy 8 inspired Cypher game. Stuff where we build narrative sandboxes out of the characters we create. Really looking forward to getting my Cosmere books because the Stormlight Archive seems right up my alley
I'm also a very big fan of OSR stuff, especially stuff that takes on the principles and does new stuff with it - especially if it has weird, interesting settings. Stuff like The Nightmares Underneath, Mork Borg, Into the Odd, Dolmenwood.
I'm also a big fan of Kevin Crawford's Sandbox stuff. Especially the stuff that predates Stars Without Number Second Edition (not a fan of the build complexity and standardization that started there). Traveller's cool as well..
The RPGs I mostly play are dungeon-crawling D&D (my house-ruled variant of the c 1978 version), scene-frame-y D&D (the 2008 version), PbtA-ish Traveller (my modest variation on the 1977 version), Prince Valiant (1989), Burning Wheel (I mostly use the 2005 version, with a few elements from later versions ported in) and Torchbearer 2e (2021). None of this is very radical; it's only the rhetoric of some posters that sometimes makes me feel otherwise.
I don't know if I have a precise sense of what counts as a RPG. I do have a reasonable sense of what makes for a fairly conventional RPG:I just fundamentally believe in taking an expansive view of roleplaying games when we are specifically talking about all roleplaying games. I think when we talk about things like what is and is not a dimension for system design, we should acknowledge that pretty much anything can be part of it and more specific/cohesive experiences are a fine vector for system design.
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Most of what I'm looking for is to take an expansive view of what roleplaying games are and can be.
*Central to play is the creation and the change, over the course of play, of a shared fiction;
*This creation doesn't take place in a "writers' room" fashion - rather, there are distinct and asymmetric roles for the participants;
*The GM has a special responsibility for the backstory/setting, and draws on this to present fictional situations to the players;
*The players have a special responsibility for particular characters, who are present within the situations the GM presents, and who respond as described/declared by their players;
*The players' declared actions generate changes to the shared fiction.
*This creation doesn't take place in a "writers' room" fashion - rather, there are distinct and asymmetric roles for the participants;
*The GM has a special responsibility for the backstory/setting, and draws on this to present fictional situations to the players;
*The players have a special responsibility for particular characters, who are present within the situations the GM presents, and who respond as described/declared by their players;
*The players' declared actions generate changes to the shared fiction.
The different ways of doing this are what makes for a system.
Most often, I see "system" used to refer to published rules text - so D&D 5e, or AD&D, or 1981 Traveller, etc, all count as "systems". And secondarily, I see it used to refer to some components of an action resolution method - mostly, the basic framework for characterising difficulties, together with how to generate a dice roll result (eg d% roll low against a fixed skill number; or roll, add a bonus, and reach a target number; etc). When used in this way, the principles that govern the setting of the difficulty, the consequences of the check, and the like, are not normally included as part of the system.
But when I think of system in an analytic/explanatory context, I think of the method - the procedures, principles, heuristics, mechanics, etc - used to work out the content of the shared fiction, and how it changes. At a minimum, system includes the GM's methods for undertaking and using prep; how the ingame situation is established, and presented to the players; how actions are declared by players, and what counts as a permissible action declaration; and how consequences of actions are established.
For me, RPGing is about the shared fiction and how it changes. And in a conventional RPG, that's all about the relationship between framing of scenes/presentation of situations (by the GM), declaration of actions (by the players, for their PCs) and what follows from those declared actions (consequences and outcomes).I just take a more expansive view of what counts as railroading though not as expansive as @pemerton. My bear minimum is that social expectation can be railroading as much as more overt forms. This stuff is probably more personal to me because my early gaming history was all about escaping from what was a pretty pervasive climate of linear / AP play.
I also think autonomy and impact of decisions are both important elements of agency. If you feel personally attacked by a definition of agency that implies being able to make real changes and have decent information quality should be expected in most play, I hope you do. That's not a knock on sandbox play. That's a knock on play that has no regard for interaction design.
So the more the GM controls of all this - where, as I've posted upthread (making the analogy to other games, like chess and bridge), control is not the same as authority - the more of a railroad it is: the GM is controlling the shared fiction (perhaps in response to player prompts). The converse of this is player agency - the players exercising control over the shared fiction. The asymmetric roles in the game mean that the GM will always have some control, particularly via framing and some aspects of outcome/consequence. But when the GM has all of it, or most of it - eg all the players are doing is to declare what actions their PCs take, but all the rest is with the GM - then that's what I call a railroad.