pawsplay
Hero
1. Role assumption - This is equivalent to my requirement that "At least one player takes on the role of a specific character, making decisions as if that character." The as-if requirement may or may not be significant, depending on your stance on immersion. Assuming a role rather implies it, though, as that is different than taking control of a game piece.
2. Narrative - Essentially identical to "A role-playing game takes the form of a narration, with play consisting of a series of logically connected events."
3. Persistence - I don't have an equivalent to this in my definition, although I agree this is generally true.
My other criteria are:
"Any possible action that could be taken by a character can be adjudicated within the immersive framework of the game." I think this one is mildly controversial, but I really believe it's true. Yes, you can attempt to kill Woodrow Wilson, and it's up to the GM to figure out how this attempted action is resolved.
"Critical game decisions are made collaboratively by using a set of rules." This echoes what you posted later about cooperative play, but also specifies that an RPG cannot consist entirely of ordinary social rules for resolving disagreements. Examples of rules include such things as die rolls, the use of GM fiat, and the acceptability of various PCs.
My criteria, in order:
-A role-playing game takes the form of a narration, with play consisting of a series of logically connected events.
-Critical game decisions are made collaboratively by using a set of rules.
-At least one player takes on the role of a specific character, making decisions as if that character.
-Any possible action that could be taken by a character can be adjudicated within the immersive framework of the game.
Note that when I say "my criteria," I mean those I have selected, not that these ideas are entirely my invention, as I have borrowed heavily from others' thoughts, including a number of posters here, in settling on these criteria.
2. Narrative - Essentially identical to "A role-playing game takes the form of a narration, with play consisting of a series of logically connected events."
3. Persistence - I don't have an equivalent to this in my definition, although I agree this is generally true.
My other criteria are:
"Any possible action that could be taken by a character can be adjudicated within the immersive framework of the game." I think this one is mildly controversial, but I really believe it's true. Yes, you can attempt to kill Woodrow Wilson, and it's up to the GM to figure out how this attempted action is resolved.
"Critical game decisions are made collaboratively by using a set of rules." This echoes what you posted later about cooperative play, but also specifies that an RPG cannot consist entirely of ordinary social rules for resolving disagreements. Examples of rules include such things as die rolls, the use of GM fiat, and the acceptability of various PCs.
My criteria, in order:
-A role-playing game takes the form of a narration, with play consisting of a series of logically connected events.
-Critical game decisions are made collaboratively by using a set of rules.
-At least one player takes on the role of a specific character, making decisions as if that character.
-Any possible action that could be taken by a character can be adjudicated within the immersive framework of the game.
Note that when I say "my criteria," I mean those I have selected, not that these ideas are entirely my invention, as I have borrowed heavily from others' thoughts, including a number of posters here, in settling on these criteria.