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How Would You Reinvent Roleplaying?
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<blockquote data-quote="Afrodyte" data-source="post: 2351938" data-attributes="member: 8713"><p>The thing I find interesting about what people are saying so far is that many non-mainstream games (as in not D20, Steve Jackson Games, or White Wolf games) do or encourage exactly the sorts of things that everyone would like. A lot of them (like mine) are even free.</p><p></p><p>In any case, one of the things I would change about RPGs (especially fantasy RPGs) is reinventing how setting is conceived and executed. Too much of setting design tries to mimic Tolkien in the sense of having history, languages, and cultures so rich and detailed that you need a small bookshelf to hold them all. Or rather, it'd be neat to see fewer specific settings and more generalized settings. Heck, maybe instead of latching onto settings, we instead use genres. More books like "Darkness and Dread" would be great. The new World of Darkness stuff is going in a direction I like with regards to that, though more examples that are not World of Darkness would be nice.</p><p></p><p>In addition, I'd focus less on adventure (which is sort of a subset of story) and more on story and myth. And I don't mean this in a pretentious way at all. It's just that a lot of people think roleplaying is incomplete without combat or adventure not because it actually is, but because so much of their experience and so much space in the books they own are devoted to it. It'd be a nice switch from understanding RPing as an offshoot of wargaming to understanding RPing as myth and story co-creation. Ironically, directly linking RPing to myth-making is more Tolkienesque than constantly recreating the tropes and trappings of Middle-earth. I like Elves, but even the evil Eldar can seem too much like good Catholics (not surprising considering Tolkien's faith).</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 2351938, member: 8713"] The thing I find interesting about what people are saying so far is that many non-mainstream games (as in not D20, Steve Jackson Games, or White Wolf games) do or encourage exactly the sorts of things that everyone would like. A lot of them (like mine) are even free. In any case, one of the things I would change about RPGs (especially fantasy RPGs) is reinventing how setting is conceived and executed. Too much of setting design tries to mimic Tolkien in the sense of having history, languages, and cultures so rich and detailed that you need a small bookshelf to hold them all. Or rather, it'd be neat to see fewer specific settings and more generalized settings. Heck, maybe instead of latching onto settings, we instead use genres. More books like "Darkness and Dread" would be great. The new World of Darkness stuff is going in a direction I like with regards to that, though more examples that are not World of Darkness would be nice. In addition, I'd focus less on adventure (which is sort of a subset of story) and more on story and myth. And I don't mean this in a pretentious way at all. It's just that a lot of people think roleplaying is incomplete without combat or adventure not because it actually is, but because so much of their experience and so much space in the books they own are devoted to it. It'd be a nice switch from understanding RPing as an offshoot of wargaming to understanding RPing as myth and story co-creation. Ironically, directly linking RPing to myth-making is more Tolkienesque than constantly recreating the tropes and trappings of Middle-earth. I like Elves, but even the evil Eldar can seem too much like good Catholics (not surprising considering Tolkien's faith). [/QUOTE]
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