Other Modes of RPG Play?

SlyFlourish

SlyFlourish.com
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The Ray Winninger interview got a lot of attention but I failed to talk about Mike Mearls's interview with Stan! on the same channel.

Mike brings up a really interesting thought that might have gotten buried in the other thread I wanted to pull on:

The different modes of RPG play.

Mike brings up that while games like Magic the Gathering and Warhammer have many different ways to play -- all supported by the company behind them -- D&D really doesn't have anything like that.

Now we could argue that D&D is different because each of us has the ability to change our game in lots of ways:

  • Different allowed sources.
  • Different campaign worlds.
  • Different house rules.
  • Different numbers of players.
  • Different durations of the game.
  • A different number of games per month.

Mike brings up that there really isn't an RPG that focuses on an hour of gameplay (there might be but I don't know it).

One way to think about this is how WOTC could do something like this but worry about what they're going to do or not do? This is a problem the whole RPG community can think about.

So here's the question. What games and systems would you say have a really different way they run at the table than D&D?

Some that come to mind based on ones I've played.

  • Ironsworn with its one-on-one or solo play.
  • Thousand Year Old Vampire with its journalistic play.
  • Powered by the Apocalypse games with their focus on story-driving mechanics.
  • Super-light games like Lasers and Feelings and Honey Heist.
  • Kid-focused games like No Thank You Evil.
  • The mystery / horror aspects of Call of Cthulhu.
  • Completely collaborative games like Fiasco.
  • Old-school focused games like Shadowdark and OSE.

What are some others that jump to mind?

If you wanted to start a lunch-hour game, what system would you choose?
 

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Aren't Dungeon Delving, Hexploration and Intrigue (among others) all different modes of RPG play?
Kind of? I think the first two often show up in the same game and intrigue can fall into a lot of games. There are a few intrigue-style RPGs, though.
 


Kind of? I think the first two often show up in the same game and intrigue can fall into a lot of games. There are a few intrigue-style RPGs, though.
I'm not sure you are asking the right question -- at least in relation to the way Mike presented his thoughts. Magic or 40K has a single set of foundational rules, but specific rules that create different modes of play. Therefore the question should not really be "what games do things differently than D&D" but rather "why rules do we use or emphasize or eliminate in order to create different modes of play in D&D?" For example, long term dungeon crawling as a mode of play required different rules emphasis than the standard "heroic adventure" style.
 


I was not sure what the reference to different modes of play for MTG or Warhammer were.

For D&D I was thinking tabletop versus online.

Some people have run solo or one on one instead of the normal DM and party of players.

Rotating DMs is a way to play differently.

Encounters style quick games was a supported thing for a while.
 


I was not sure what the reference to different modes of play for MTG or Warhammer were.
I know little of Magic and less of Warhammer but I know in magic, there are many formats, some of them community-driven like Commander. There's

  • Commander
  • Standard
  • Booster draft
  • Sealed Deck

and so on:

All of them are still magic but the way they play and feel, and even which cards you use or how many, can change a lot.

 


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