Winning and losing in RPGs...

overgeeked

Open-World Sandbox
This idea keeps popping up and has for awhile now. Not sure how far back it goes as I don't remember Jon Peterson covering it in either Playing At the World or The Elusive Shift. I've never understood the idea that you can win or lose while playing RPGs. People claim that since it's a game, you can win or lose. But RPGs simply are not that kind of game. This has been called out in RPGs themselves for decades. One standout example is the foreword to Moldvay Basic with, "The D&D game has neither losers nor winners, it has only gamers who relish exercising their imagination." You'd think decades of lines like that would be enough, but no, the idea persists. So here we are...

It's important to distinguish between the players and their characters. The characters can quite obviously "win" or "lose" by completing or failing to complete objectives within the game. Conversely, the players can't "win" or "lose" in that same sense. While the player makes the decisions for the character, most of what happens in the game itself is down to the roll of the dice. You the player can make better or worse choices for your character, but making good choices isn't "winning" any more than making bad choices is "losing." In old-school games this line blurs somewhat with the reliance on player skill in resolving certain in-game actions. But a character's failure to complete a task within the game doesn't equate to the player "losing" the game as a whole. You the player don't lose D&D if your character misses one attack, for example.

The closest I can see to the players "winning" or "losing" in RPGs is you "win" by continuing to play and you "lose" by no longer playing. If you tilt your head just so and squint, that could be read to mean you as a player "lose" if your character dies and thus you are no longer playing.

But...you as a player can simply make a new character and keep playing the game. So "losing" here is temporary at absolute worst. This "loss" can be minimized in several ways. Having a backup character ready to go if character creation takes a fair amount of time, playing games with quick or random character creation, taking over a statted up NPC, and the referee bringing your new character into the game quickly. Generally speaking, RPGs aren't rogue-likes so you don't lose everything and have to start from zero with a new random map if your character dies. Your new character will generally be close to or the same power level as the rest of the party and will have equipment roughly on par with the rest of the group. At absolute worst you don't get to play the game for a little while. Depending on the game, referee, and circumstances that's going to be anywhere from a few minutes to a few sessions if the referee insists on waiting for a story-relevant moment to bring your new PC in. I'd suggest the latter is a referee problem more than anything.

Kicking that up a bit, what about TPKs? Surely that's "losing" an RPG? Nope. The dreaded TPK is only a "loss" if the players and referee want it to be one. All it takes is a little bit of that imagination that's the cornerstone of the hobby to come up with ways to continue a campaign after a TPK. Here's a whole thread on that.

So, for the people who think you as a player can "lose" RPGs...please explain how that works.
 

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You almost got there. You win, as a player, by having your character achieve their goal/s--this can be kinda fractal, goals can be nested or nearly so. You lose, as a player, by having your character fail to achieve their goals--again, this can be fractal and goals can be nested. It doesn't have to be about some single specific roll (though there's nothing to say a single specific roll won't do it). The character's goals can be inherent to them, or not; and not can be something arising from the situation/scenario/adventure, or it can plausibly be a fellow PC's goal/s. (The extent to which deciding to pursue another PC's goal makes it at least in part your goal is a question I'm not endeavoring to answer.)

EDIT: Cleaned up some grammar, don't think I changed any meaning/s.
 


The closest I can see to the players "winning" or "losing" in RPGs is you "win" by continuing to play and you "lose" by no longer playing.

By that logic, you don't lose in your bowling league, because you get to play next week no matter what happens this week. "So long as you can play again, you can't be considered to have lost now," probably misses the point of having win/loss conditions in games.

Our rulebooks do not layout official win/loss conditions for RPGs. I the submit that then whatever feels like a loss is, in fact, a loss.

That means you are now in the realm of telling people who aren't yourself what they should or shouldn't feel. Good luck with that.
 

I tend to think "win/lose" is better suited to games with "endings".
To me, a RPG is structured to be more "open-ended", so I tend to think in "suceed/fail".
That's not unreasonable, really. Having your character achieve their goal/s feels a lot like winning, and having your character fail to do so feels a lot like losing, at least in my experience. But, of course, different experiences and preferences are possible.
 

For most games, there are conditions which are met that will end the game immediate. When a player is put into checkmate, or they resign, or they run out of time on the clock the chess match ends immediately. For RPGs it's a bit different in that there aren't any definite conditions that end the game immediately. My character can beat the big bad evil guy, can die, or have a myriad of other outcomes that won't necessarily result in the end of the game. Essentially we keep playing until we decide we don't want to play any more.
 

My approach is that I win if I and the group I play with have fun playing. I lose if we don't have fun. That might be a "cute" answer, but for me it all boils down to that. And then the question is "what is fun?" and that can fuel another 15 000 post thread, I fear. :D

But I think that it is fun if there is a nice balance between achieving goals and overcoming obstacles, versus failing and being defeated by the obstacles. Too much winning will feel like losing, and too much losing will also feel like losing.
 


The closest I can see to the players "winning" or "losing" in RPGs is you "win" by continuing to play and you "lose" by no longer playing. If you tilt your head just so and squint, that could be read to mean you as a player "lose" if your character dies and thus you are no longer playing.

This probably would have been something similar to my default answer.

That said, in the best games I've experienced, players are able to laugh and cheer when characters die, even their own. In those games you really can't lose.
 


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