No, I mean that most RPGs do a terrible job of explaining the 'conversation'. Newer games are more likely to do a better job of course.Why would you assume I meant something I didn't say? Do you think my keyboard is missing some letters?
No, I mean that most RPGs do a terrible job of explaining the 'conversation'. Newer games are more likely to do a better job of course.Why would you assume I meant something I didn't say? Do you think my keyboard is missing some letters?
I have a couple of thoughts in response to this:First, I'm going to agree with you. Full out, no reservations.
Second, I'm going to explore the edges of that.
Whenever I had cool superhero character ideas, I built them in Champions (now Hero System) for literal decades after the last time I played. I enjoyed doing so. Can "play" only happen at the table, or can there be mini-games like character-creation/advancement that happen away from the table.
Another example of the same, I have more setting/campaign ideas then I will ever have a chance to run. I enjoy coming up with them and working on them. Is this also a "mini-game" that can be considered part of play?
Okay, how about another edge -- I'm mentoring a first time DM. I won't be at their play table, but I'm helping them come up with things and we're collaborating and I'm teaching and we're both having fun. Is that part of play? If it is, how about if I'm not mentoring, just the sounding board for a friendly DM? If that is, is enjoying making adventures for DMsGuild still play?
Again, I agree with your foundation, I'm just exploring if play can only happen "at the table".
Eh. Chargen is definitely something, and it's engaging with the rules. It's lacking the interactive and social aspects, but so (arguably) is something like Thousand-Year-Old Vampire. (Yes, the latter is specifically written for solo play, there's still no social interaction happening.) Session prep seems to be something similar, though given that it's intended and expected to land on a table where people are playing the TRPG, it's probably harder to argue for it as "play," though there are certainly people who derive a good deal of pleasure from it.If 'play' includes chargen and GM prep then the OP becomes meaningless. So no, I don't think these things are 'play'.
Did you play D&D yesterday soviet? "Yes, by which I mean I sat alone and read a book". Nonsense.
So when the OP says 'play is paramount' your interpretation is that it means 'every part of the hobby is paramount'?Eh. Chargen is definitely something, and it's engaging with the rules. It's lacking the interactive and social aspects, but so (arguably) is something like Thousand-Year-Old Vampire. (Yes, the latter is specifically written for solo play, there's still no social interaction happening.) Session prep seems to be something similar, though given that it's intended and expected to land on a table where people are playing the TRPG, it's probably harder to argue for it as "play," though there are certainly people who derive a good deal of pleasure from it.
I care about setting and verisimilitude more than play at the table, and believe the mechanics should follow and be informed by the fiction. Once those areas are addressed to my satisfaction, then I will turn to play experience at the table as a priority.I have been thinking about this, and I haven't really figured out how to articulate it. But discussion forums are a good way to eventually find that articulation, so I thought I would toss this out there:
The most important thing in TTRPGs is the actual experience of play. This goes for rules, of course, but also for settings, and player options, and the rest of the design. it also goes for play spaces, schedules and all the out of game ephemera. The experience at the table is what matters, so all the things around that should point to that.
That is a pretty absolute statement and I recognize it probably won't stand up to scrutiny. So let's scrutinize.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.