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 tabletop role-playing games in just a few words. But here goes.

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

pemerton

Legend
Wouldn't early forms of D&D not count then? Since players could have multiple characters in a single game, or end up running an organization with dozens of followers?
I touched on this in my post upthread.

I think the key thing is not how many "avatars" but rather that the avatar(s) figure(s) in play as individuals. So even if a player is playing a PC plus entourage of henchmen etc, those characters figure in play - both the fiction and the mechanical processes of resolving the player's "moves" - as individuals, not as a squad, unit, vessel, etc.

I don't think RPGIng is wargaming (quite the contrary, as anyone who knows my posting history would realise!) but the historical influence of, and derivation from, single figure wargaming is pretty fundamental I think.
 

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Puddles

Adventurer
It’s an interesting question. I come from a wargamer background, and there are some wargames that stray incredibly close to RPGs. Take Inquisitor by Games Workshop for example. Players control fighters as individuals, usually controlling 4 each (a leading Inquisitor and their 3 henchmen). There is a GM who creates the scenarios and comes up with rulings on the fly. The characters are created by the players and are encouraged to come up with backstories for them. Actions are declarations and fights play out in an initiative order.

Or take one of the Warhammer Quest games - these are more board games than wargames, but players form a team together, each controlling a single fighter. They explore dungeons (or space dungeons as in Blackstone Fortress), they gain loot, exp, level up, try to beat the GM or the game.

For me, the thing that both these games lack, is the fighters can never move off the table. I can’t just make my fighter pack up and walk in a random direction - or at least there are no rules to adjudicate what happens if I do. These games have campaigns, but they are sporadic and episodic in comparison to an RPG. They are a series of snapshots strung together rather than a single continuing narrative that never needs to take pause.

So for me, an RPG is just a wargame where you can move “off” the battlefield, and go wherever you like.
 
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pemerton

Legend
I don't think RPGIng is wargaming (quite the contrary, as anyone who knows my posting history would realise!)
So for me, an RPG is just a wargame where you can move “off” the battlefield, and go wherever you like.
This is why I don't think RPGing is wargaming.

Moving off the battlefield is a description of what happens in the fiction. But what actually happens at the table, in the real-world play of the game? What sorts of things do the participants have to do to play a RPG? There are different answers to these questions associated with different approaches to RPGing, but they all involve departures of one sort or another from some of the basic elements of wargaming.
 

dragoner

KosmicRPG.com
It's funny, I used to joke that Squad leader was my first RPG because it had a blank leader chit one would run through a bunch of missions to improve and keep score. Except of course the truth is that nobody would actually call Squad Leader a RPG. Same as if one walked up to people playing Hive or Catan and said that they were not playing an RPG the reply would be "So?"

So really, it seems that the what is an RPG statement is mostly about edge cases. Having a definition can be good for utility, is that what is happening here?
 

pemerton

Legend
So really, it seems that the what is an RPG statement is mostly about edge cases. Having a definition can be good for utility, is that what is happening here?
I don't find the discussion all that useful in the abstract - other than as a random pastime - but I think the question what is RPGing can be pretty helpful in prompting reflection on RPGing techniques. I have found reading answers to that question - especially but not only from Ron Edwards and Vincent Baker - have had a significant impact on how I approach GMing, and RPGing more generally. They have improved my play.

EDIT: I should add - what is RPGing is a question that admits of multiple answers, although a reasonable degree of overlap is to be expected. But I do think that helpful answers take as their topic stuff that real people do in the real world, not stuff that imaginary people do in the worlds of our imaginations.
 



loverdrive

Prophet of the profane (She/Her)
My definition of role-playing games is very simple: a game with a focus on characters, where said characters get explored (what would Roderic do?) and developed (how these events would change Roderic?). That's it.

Opposition, progression or number of characters is irrelevant.
 


pemerton

Legend
My definition of role-playing games is very simple: a game with a focus on characters, where said characters get explored (what would Roderic do?) and developed (how these events would change Roderic?). That's it.

Opposition, progression or number of characters is irrelevant.
My hesitation about this definition is that it tends to define a wargame-y, "skilled play" dungeoncrawl as not RPGing: in that sort of play the character is a game-piece but not really an object of focus beyond that, and doesn't really get explored. And changes in the gamepiece (level gain, in that sort of play) are not driven by events in any meaningful way - "beating" the dungeon will earn the same XP whatever the actual pathway of events that leads to that outcome.
 

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