mythusmage said:
How I Would Fix the Roleplaying Hobby..
FINALLY!
mythusmage said:
First, by changing what a game is called. Instead of a game it would be called a guide. Such as the Vampire: The Requiem guide to roleplaying in the World of Darkness. Each guide would be just that, a guide to the world and to assuming a role in that world..
A minor quibble on game/guide. Most GM tomes are already called "Guides"; Dungeon Master's Guide, Storytellers Guide, etc.
mythusmage said:
Second, by changing what the rules are called. “Rules” imply ‘game’. I want to get away from the ‘game’ paradigm. So instead they would be called, ‘mechanics’. A guide’s mechanics would describe the following areas:.
Mechanics is a common term used anyway, "game mechanics" are referenced in the DMG 3.5 constantly.
mythusmage said:
1. Conflict resolution. That is, determining the outcome of an action when there is a possibility the action could fail..
All current RPGs have this, d20, d10, d6, 2d6, fate deck, etc.
mythusmage said:
2 Character and character creation. What makes up a character. How a character is designed and fleshed out. Character improvement..
Again, the bulk of the player's guides are devoted to this.
mythusmage said:
3. The setting. What the setting is. Who and what dwells in that setting.
Not necessarily. While RPGs like Lord ot the Rings and Star Wars can be very specific, more generic systems like GURPS and even d20 Modern are intentionally designed to be settingless and flavored by your GM. Even D&D is flavored differently by every DM, thanks to the variety of home-brews and house rules.
mythusmage said:
4. The integration of characters and setting. How a character fits into a setting. How the setting reacts and/or adjusts to the presence of the character. Character/setting interaction..
See above. You need to have a clear setting implied by the rules, and this definition of a RPH leaves generic systems cold. Otherwise, most systems DO do this, check out Star Wars d20 for a great example.
mythusmage said:
Third, by encouraging in-character interaction over player interaction. This in order to cut down on out of character competition. Replacing it instead with in-character competition. As part of this I would add advice on how to make people more comfortable roleplaying. As well as advice to the player regarding ‘getting into’ the activity..
Aside from cutting down on table-talk, I can't see any ways to do this. A good group of friends can do this without any major system changes, a bad group can't plan the pizza run without competition. This is the nature of the PLAYER, not the game itself.
mythusmage said:
Fourth, by adding guidelines to non-combat conflict. How to handle intrigue, politics, and suspense. Also, guidelines for handling sessions where conflict does not arise. A shopping trip for instance, or a journey..
I'd love to see D&D have a more codified XP for non-combat scenarios, but White Wolf has a pretty good one IIRC.
mythusmage said:
Fifth, by renaming the game master the guide. Since it is his job to ‘guide’ the players through the world they are adventuring in..
DM, GM, Storyteller, Referee, the name doesn't make much difference. Doesn't sound bad though.
mythusmage said:
Sixth, by providing material to assist a guide in presenting his world. Helping him bring his world to life. Characterization hints, describing locations, describing action scenes. How to describe combat without boring the players to tears..
A good guide-book could encompass this, as well as additional hints/tips in many rule books. The DMG eludes to much of this, but concrete examples and tips are not included unfortunately. For great advice, a chapter like the "Tenents of Terror" in the old Ravenloft Book would be sweet.
mythusmage said:
Seventh, by providing guidelines to plotting, adapting to unforeseen events naturally..
This can only come from experience.
mythusmage said:
Eighth, by changing the design and focus of adventures themselves. Instead of having a locale, some inhabitants, and a plot an adventure would have a locale, some inhabitants, and for each of the major inhabitants notes on what they are doing, what they plan on doing, and what they would most likely do should certain events occur..
This is something the is up to the individual DM. Some run a very PC focused game, others make the PCs another individual that exists in the world.
mythusmage said:
Ninth, provide guidelines for motivating the players, and guidelines for player self-motivation. That is, provide material that aids the player with assertiveness and independent thinking. .
Again, this is up to individual player, though suggestions might help.
mythusmage said:
That’s it so far. No doubt there’s more to consider here, but that’s what I came up with.
It sounds like you want the game to leave its combat-wargame roots and become more of a "life-simulation" system. Thats fine. I can even agree with most of your latter points. However, these are not the problem with the game/hobby as a whole. A good guide book detailing this information (and some inclusion into supsequent GM guides) might do the whole thing good, but nothing outlined above (aside from naming conventions) is anything my Group doesn't do any given Sunday.
Still sounds like you have a problem with the way some people play, and you're blaming the system on it, not the player.