What Do You Think Of As "Modern TTRPG Mechanics"?


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It seems to me that there may be a profitable distinction to be made between:

1. We are creating story with planned direction - 'OK in the next scene Bob can meet his nemesis and then win after a close fight, but at the cost of his friendship to Jade and he gets a scar that reminds him of his past traumas'. We know what the story is going to be, at least in the very near term.

2. We are creating story without planned direction - the game is full of story-fuel or story-generating elements such as personal enmities. fragile relationships, opportunities to escalate at a cost, pyrhhic victories, psychological traumas, goals, flaws, etc, and we bash them all together to see what happens. We know a story is going to happen but we don't know what it will be.

3. We are creating story as a byproduct of other things - the characters fight monsters and explore dungeons and our focus is really on battle tactics or experiencing a fantasy world, so story isn't really on our minds. But, sure that will constitute a story of some kind I guess, and you can tell it afterwards with more intentionality if you want.

I think a lot of games that might be in box 2 get characterised as being in box 1 by people who don't really play them.

Yep. Good summary and your last point is probably true too. And when I say RPGs generate a story, it could be via any of these methods (or a mix of them.) I think some people understood it to be only #1 or #2, but I meant #3 as well.
 

Yeah to me too, but but I see that as subset of "collaborative storytelling" as in a some sort of series of interesting event, (thus "a story") is generated by it. I did not mean "collaborative storytelling in limited narrativist sense (only, that is included too.) But in that experience you describe, of the players imagining the characters, inhabiting them, deciding their actions, and the GM generating the world and deciding plausible outcomes of actions and events, the rules are merely an aid, they are not really required, and lot of time they are not used; the player just says what their character does and the GM decides what happens. No mechanics used, yet we are playing a roleplaying game.
In the scenario you describe, you are definitely role-playing, but if you aren't interacting with the rules in some fashion I just can't see how you're playing a game.
 

So, in any RPG I've ever played, there will be long stretches of gameplay where the rules are not used. Yet RPG is still being played. Thus it is apparent that rules are not required for playing a RPG being possible. To me me this conclusion is obvious and irrefutable.
I'm not convinced you're actually playing the game during those periods when you're not interacting with the rules. Instead it looks to me like you're engaging in free roleplay/acting/storytelling, not actually gameplay. Again, you're doing the RP without the G.
 

In the scenario you describe, you are definitely role-playing, but if you aren't interacting with the rules in some fashion I just can't see how you're playing a game.
I'm not convinced you're actually playing the game during those periods when you're not interacting with the rules. Instead it looks to me like you're engaging in free roleplay/acting/storytelling, not actually gameplay. Again, you're doing the RP without the G.

Because that is how it is called in practice. If you had a session (or even a part of a session)of D&D, where the rules were not referenced, I bet that in real life you still describe that as "playing a RPG." This is just how people use these words in reality, so I see no value (quite the opposite) in definitions that contradict that reality. Having in-character conversations without dice rolls, exploring the setting without dice rolls etc. are all things that constantly happen when playing roleplaying games, and to me it seems bizarre to insist that large stretches of playing roleplaying games is actually not playing roleplaying games! It is just confused and counterproductive.
 

It seems to me that there may be a profitable distinction to be made between:

1. We are creating story with planned direction - 'OK in the next scene Bob can meet his nemesis and then win after a close fight, but at the cost of his friendship to Jade and he gets a scar that reminds him of his past traumas'. We know what the story is going to be, at least in the very near term.

2. We are creating story without planned direction - the game is full of story-fuel or story-generating elements such as personal enmities. fragile relationships, opportunities to escalate at a cost, pyrhhic victories, psychological traumas, goals, flaws, etc, and we bash them all together to see what happens. We know a story is going to happen but we don't know what it will be.

3. We are creating story as a byproduct of other things - the characters fight monsters and explore dungeons and our focus is really on battle tactics or experiencing a fantasy world, so story isn't really on our minds. But, sure that will constitute a story of some kind I guess, and you can tell it afterwards with more intentionality if you want.

I think a lot of games that might be in box 2 get characterised as being in box 1 by people who don't really play them.
You're probably right, but I think there are plenty of folks who don't care for box 2 games much more (or any more) than box 1 games, so painting them both with the same brush, while inaccurate, works for them because they don't like either, and for essentially the same reason, so the distinction isn't important to their interests.
 

You're probably right, but I think there are plenty of folks who don't care for box 2 games much more (or any more) than box 1 games, so painting them both with the same brush, while inaccurate, works for them because they don't like either, and for essentially the same reason, so the distinction isn't important to their interests.
I don't like mayonnaise and I don't like headaches, doesn't mean they are the same thing
 

Because that is how it is called in practice. If you had a session (or even a part of a session)of D&D, where the rules were not referenced, I bet that in real life you still describe that as "playing a RPG." This is just how people use these words in reality, so I see no value (quite the opposite) in definitions that contradict that reality. Having in-character conversations without dice rolls, exploring the setting without dice rolls etc. are all things that constantly happen when playing roleplaying games, and to me it seems bizarre to insist that large stretches of playing roleplaying games is actually not playing roleplaying games! It is just confused and counterproductive.
I might call it that, for the reasons you describe, but I would be wrong IMO. I thought this was a discussion where we were looking for accurate definitions, even if they're technical, not one where the vernacular has to be defaulted to. Were that the case, why does it matter whether mechanics are "modern" or not, or if you are telling a story during or after play, or not at all? This is all about technical definitions.
 

I don't like mayonnaise and I don't like headaches, doesn't mean they are the same thing
Do you feel those two things are just as closely related as the games you described as being in box 1 and box 2? This is a very weak analogy, and I don't see how it advanced the discussion in a serious way.
 

I might call it that, for the reasons you describe, but I would be wrong IMO.

I think that definition of "game" which excludes a large swathes of things people actually call games is probably not a very good definition and you should rethink it.

I thought this was a discussion where we were looking for accurate definitions, even if they're technical, not one where the vernacular has to be defaulted to. Were that the case, why does it matter whether mechanics are "modern" or not, or if you are telling a story during or after play, or not at all? This is all about technical definitions.

I don't think so. People are merely discussing RPG features they perceive as modern.
 
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