RPGing and imagination: a fundamental point

@AbdulAlhazred

I found a post where Vincent actually talks about Monopoly:

Playing Monopoly, no arrows come rightward out of the fiction. Imagine whatever you want, nobody else cares.

When we talk about the imaginary stuff in the game re: rules, we aren't talking about what I'm imagining in my own personal head anyway. We're talking about the shared fiction, which means that it's communicated and agreed to. Kasparov might be thinking about a kingdom or his laundry, I'm pretty sure he's not saying it all out loud and trying to get his opponent to buy into it.

And just to head off the other half: of course the players can create house rules to make Monopoly into a roleplaying game. Whatever! I don't think it's especially controversial to observe that, as written, Monopoly ain't one. Lord I hope it's not.​

So here he emphasises both (i) the relevance of fiction to action resolution, in RPGs (ie rightward arrows); and also (ii) the fiction being shared - the game proceeds by getting everyone to accept a particular fiction as the fiction of the game.
 

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Or it shows that the game wasn't designed for that, and Arneson shoehorning in an improv game after the fact doesn't change that. (Especially when the accounts Ive read of Arnesons take on DND all paint his game as basically an enigma of cobbled together house rules)
He didn’t add it after the fact. OD&D developed out of the Braunstein play that Arneson had been doing. The addition of role-playing in those campaigns lead to Arneson’s Blackmoor campaign which eventually resulted in the creation of D&D. It didn’t happen the other way around.

If you can't spell out where the improv game is in the actual text, it is not a part of the game. And don't mistake this as value judgement; pointing this out isn't intended to be an accusation of badwrongfun, so lets not get too wrapped up in the emotions we associate with these games and get over-defensive. Trying to be accurate isn't about otherizing you.
I disagree that it’s accurate. The wargaming culture out of which D&D developed played games that were not completely codified. The referee was expected to do considerable work when putting together a campaign, and OD&D mentions this several times that this as an expectation. That it doesn’t tell you how exactly to do that is the problem we’ve identified that leads to difficult on-boarding for outsiders.

Consider how the introduction indicates that, “(the 3BB) provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination — the fascination of the game will tend to make participants find more and more time.” How does saying the game is limited only by your time and imagination not necessarily imply it includes “improv play”?

Keep in mind too that this is a problem that is still plaguing DND where its constantly plugged as a do-anything improv game when it fundamentally can't support do-anything without external intervention that goes beyond just making rulings.

Responding out of order, but this is more or less a direct consequence of exactly what Im talking about. The oral tradition of DMing stems from the fact that DMs were teaching each other to learn and integrate an entirely separate game from what was actually in the books, and even today thats still a hugely prominent problem, made all the worse by WOTCs sheer reluctance to ever suggest to anyone how their game should be played.
I moved these back together because they seem to be making the same point.

I agree that games should do more and do better jobs of instructing GMs on how to perform their role. Unfortunately, I don’t think it’s an easy problem to solve because of the changes to the play culture that would require. At least one can look to examples of alternatives when designing new games even if D&D is likely to continue relying heavily on being taught via the play culture.

Which coincided with new versions that incorporated and acknowledged how people were using the game.

That fuzziness is also why it really isn't accurate to assert oDND was an RPG, because what we now recognize as one didn't exist yet. Roleplaying did, and had been for a long time by 1974, but DND didn't become an RPG until it was rewritten as one. Any notion that roleplaying was involved could not be derived from the text itself.

There very well could have been and probably were individual games that were being run in a way that could have been indistinguishable from a more typical, modern RPG, but those aren't the games you got out of the box. Thats the GM integrating a new game into what was in the box.
I moved this down to better contextualize my response.

My position is that the play culture cannot be separated from the game, especially given where D&D originated. It also seems contradictory to me to lament on one hand how games require being taught how to GM separately from the game text while not allowing the same affordance on the other when assessing whether OD&D is an RPG.

That wasn't what I meant. The age of the game obscures what is generally known about it. I'm simply not expecting the book to exhaustively examine a 50 year old game that quickly got supplanted by newer versions that are clearer examples of whats generally known as an RPG.
I wouldn’t expect (what appears to be) a book on game design to go into those details, but it’s reasonable to expect the authors to have done their homework before writing it.

Their comment on oDND bucking the trend of the vast majority of everything that followed it is still true, and its simply not in the scope of the book to debate if that makes oDND an RPG or not. Its a fun fact about a game thats commonly called one, and nothing more.
It’s citing OD&D as an example of a role-playing game that doesn’t possess a certain trait. The intent is pedagogical. Citing “fun facts” in a section meant to educate the reader undermines the effectiveness of the work and raises questions about what else should not be taken seriously. (I think it should be, so I assume the intent in this section is to educate rather than just convey “fun facts”.)

Its pretty easy to see the relationship just from the stated definition of playstyle reinforcement. Skyrim and DND at a fundamental level are based around an experience point economy.
Let’s recall that I observed in post #9 that playing-style reinforcement was neither necessary nor sufficient for a game to be an RPG, and your reply in post #11 seemed to agree. I don’t think we can look at an element some RPGs possess and use it to conclude something about RPGs generally that is unrelated. To be clear, I’m suggesting there is an RPG base upon which playing-style reinforcement and other elements can be layered.

I don’t know whether the book attempts to define the traits of RPGs generally (independently of hybrid elements such as playing-style reinforcement or “improv play”). I would guess it pertains to the player’s relationship to their avatar, particularly in how they make decisions about play. (Continued below)

Take this passage:

View attachment 331448

While oDND doesn't utilize playstyle reinforcement specifically, it does use this and the book covers that as also being typical of RPGs.
Using this section as an example, one might posit that an RPG is a game where the player has reasons beyond just optimizing success in a game to perform a particular action. Making a particular choice might allow them to embody a particular conception they have of their avatar. Intent also matters. It’s different if you choose to play a more difficult route for increased challenged versus if you are doing it because the experience says something to you.

For example, you have the choice of not killing enemies in Deltarune even though that game does not have a pacifist route (unlike Undertale). The secret bosses in particular are hard if you opt not to kill them. Jevil took me quite a few tries to save because of how long you have to survive against some pretty tough patterns. However, it was important to me that Kris not harm anyone regardless of the fact the route’s ending does not change.

You do start to leave this space if you start running into stat-less games, and Id argue such games are the ones we can't truly call RPGs. They may still be progression games, but if the progression isn't tied to a specific character's individual capabilities that the player is meant to embody to some degree, you have stepped firmly away from the genre.

Which, doesn't mean roleplaying itself as a form of improv game can't be involved. They often are. But that is, again, a distinct game unto itself thats being hybridized with it.
I disagree strongly that role-playing games are about building up a character’s abilities. When I chose to play the pacifist route in Undertale, my abilities never progressed because I never gain any EXP or acquire LV. The fact that I can make that choice seems to be what makes it an RPG rather than whether it has progression.

Especially since EXP stands for “execution points” and LV for “Level of Violence”. Undertale heavily subverts typical RPG tropes. For example, grinding is not an unusual practice is other RPGs, but doing it in Undertale leads to the genocide route where you literally depopulate the random encounters of monsters because there are none left to show up.

What might bake your noodle is that improvisation isn't actually impossible or non-present in cRPGs. It just looks considerably different as a result of the medium, but its there. Thats where we get into things like emergent gameplay that cRPGs are more than capable of providing, even if the possibility space can't approach infinity.
I’m using “improvised play” for what you are calling “improv play”. I dislike the appropriation of terminology from other creative fields and tend to refrain from using it because it usually comes across as pretentious. I find the use of “improv” particularly problematic because the GM in many games has ultimate authority, and what players can introduce to the game is very limited beyond the action declarations they make, which is not how improv works. I opted for the euphemistic term in my reply because the quoted form of “improv play” could be read as dismissing its legitimacy rather than as simply an identifier for a particular element of play.

For example, Pokemon has a massive and fairly well documented emergent game that results from the kid friendly and very simplistic JRPG style party combat. The improvisation that results comes from the semi-randomness of match ups and the dwindling party structure as Mons are knocked out.

Skyrim meanwhile, not being a competitive game, has considerably less of this, which makes sense given the character skill emphasis and the soft progression game, but even so it does have a little. Random events and such play into this, as does the basic exploration gameplay that, even with the terrible traversal mechanics, does still invite players to engineer their own ways around the map. (See, mountain scaling horse malarkey)
Without the clarification above, this makes sense. It should be obvious that non-RPG games can have improvisation. Just from a speed run or do a raid in an MMO to see how people adapt and perform unusual (and often unintended) strategies. However, I don’t think that’s what was meant by “improv play” nor is it what I mean when referring to it euphemistically as “improvised play”.
 

I don’t think the intent of OD&D was to be a complete text. From what I understand, the wargaming culture of the time left a lot up to the referee. You see that kind of play today in FKR games that likewise trust the referee to handle a lot of things “modern” games might codify in rules text.

Just a side note: you really need to qualify that as "miniatures wargaming". Hex-and-chit gaming had a very different view (part of where I came in from).
 

Just a side note: you really need to qualify that as "miniatures wargaming". Hex-and-chit gaming had a very different view (part of where I came in from).
Thank you for the clarification. I assume that would be why OD&D refers to itself as a set of miniatures rules while also saying that the use of miniatures is optional. It’s not a miniatures game per se, but it came out of that culture, and they didn’t yet have the language to call it what it was. That came later.
 

I am not really sure what this thread is about, but I don't think any sort of codified playstyle enforcement is super essential and definitely not a defining feature of roleplaying games. In many cases the stuff the game is about being fun and interesting is completely sufficient "playstyle enforcement."
 

Thank you for the clarification. I assume that would be why OD&D refers to itself as a set of miniatures rules while also saying that the use of miniatures is optional. It’s not a miniatures game per se, but it came out of that culture, and they didn’t yet have the language to call it what it was. That came later.

It just made me suddenly wonder if that was part of why I relatively quickly wandered away from D&D early on; coming from a hex-and-chit background, I actually expected the rules to be complete (or at least as much as was practical in an open-ended game), so D&D's rather casual attitude here left me looking for something more.
 

In many tabletop roleplaying games character progression can be fairly minimal (Cortex, Dune 2d20, FATE) or is a pacing mechanism rather than a rewards system (Legend of the Five Rings 5e, Classic World of Darkness, milestone experience in 5e). Some like Quietus, Dread and Cthulhu Dark don't even have progression systems. These games instead place the rewards system directly into their core playloops.

I think when we start our conversations about tabletop roleplaying games from a place where we are removing games that consider themselves and are well understood to be tabletop roleplaying games from consideration while at the same time stretching definitions so as to include Devil May Cry and Gloomhaven we have taken a severe misstep.
 

You're not being accurate. You're being historically inaccurate.
Citation needed then, because I simply can't take these assertions seriously at this point when I'm up to my nose in what smells like revisionism.

Especially when the only evidence provided thus far is anecdotal evidence about how being exposed to DND was somehow like Moses coming down the mountain, which I especially cannot take seriously.
Gygax and Arneson's game supports only a rather narrow range of imagined situations - a certain sort of "dungeon crawling", and (perhaps) some wilderness exploration.

Oh so we don't actually disagree. Fascinating.
It is not possible to play D&D without player declaring actions for their PCs.

Then surely you believe the GM to not be a player. That's pretty abrasive for me friendo, and not a philosophy I can get behind. And I'm sure you'll pivot to some new exception to avoid having to own up to that conclusion, so lets just skip to that part.

When those actions are declared, how are they resolved? Here I think is where we will see that Skyrim and D&D are not all that alike.

Not really the point you think it is, given even when Elder Scrolls games were still effectively running on dice, it was a different kind of dice game from DND, given that ES is in the BRP heritage.

That doesn't change much on the pattern itself though.

How does saying the game is limited only by your time and imagination not necessarily imply it includes “improv play”?

Because there's more, a lot more, to what improv is than just having an imagination.

My position is that the play culture cannot be separated from the game, especially given where D&D originated

And I'd agree, but that culture didn't really exist until after the game was released. I don't consider Arnesons game to constitute a play culture.

Citing “fun facts” in a section meant to educate the reader undermines the effectiveness of the work and raises questions about what else should not be taken seriously.

I think you may be reading too much into the term I used to describe it, which was chosen to emphasize that I don't think the text's veracity is violated by not devoting a disproportionate amount of word count and page space on an example that was worth mentioning.

While a poor (and admittedly contrived) analogy, if Im talking about political assassinations in a general sense, and mention that Lincoln was assassinated, it isn't really obligate that I open up an entire debate on whether it was truly an assassination or just an act of war.

To be clear, I’m suggesting there is an RPG base upon which playing-style reinforcement and other elements can be layered.

I don't consider that to be the case unless one is trying to gatekeep the term RPG.

As ive related between this topic and the other, I believe most if not all TTRPGs are actually hybrids between an RPG and Improv game, and in many cases also with other game types like story games, tactics games, wargames, etc. As such, I also believe what you and others are consistently referencing as being the base layer of these games to be the improv game.

Frankly, at least between you and me I think the only disagreement is in the words we're using. We're not actually describing the relationship between these elements any differently, only their names.

I'm personally not attached to calling the improv game the RPG, and that follows from my thoughts on most these games, not even just DND, either poorly teaching Improv or not even bothering. Id rather be explicit about the improv game so it can be taught and contextualized specifically.

To use my game as an example, of the 4 Core Mechanics, Improvisation is the 4th. I intend to explicitly call Improv a resolution mechanic and will teach it and integrate it into the rules as such.

Using this section as an example, one might posit that an RPG is a game where the player has reasons beyond just optimizing success in a game to perform a particular action. Making a particular choice might allow them to embody a particular conception they have of their avatar. Intent also matters. It’s different if you choose to play a more difficult route for increased challenged versus if you are doing it because the experience says something to you.

That falls under playstyle reinforcement. So here's something I think could bear some clarification. The images I posted earlier are only just examples of how the overall pattern can be implemented, and are certainly not representative of an entire game.

The one in the example, how experience points feed skills/abilities, is just one mechanic. An actual RPG, whether its DND or Skyrim, has dozens of these, if not more, all running concurrently as part of a far larger game diagram.

But more than that, the narrative of a given character is a means of "building up" a character. Presumably over a narrative the point is for the character to end up in a different state than they were when they started, right? Their personal abilities don't have to matter to that, but that doesn't not make whats happening not playstyle reinforcement.

If you're playing a character, the actions you choose reflect a preferred playstyle, and the game is structured to respond to this and reinforce it, whether it be positive or negative, so that by the end of the game, whatever thats defined as, the character has become more or less permanently changed.

What makes playstyle reinforcement indicative of RPG's is that they are commonly the most repeated pattern in those genres (as in, a given RPG uses many concurrent forms of PR simultaneously), and that becomes more and more true the more the game enables freeform play, with of course the eventual epitome being the improv game at the heart of most TTRPGs.

And in fact, to get more specific, lets use the games that we're all kinda sorta talking about. Take AW and its heritage. I don't have time to illustrate it (though I can later if interest is there), but the actual diagram for the game would start with its core, which I'd identify as what it would call the fiction first gameplay loop.

What this would look like is as a contiguous vertical line with effectively infinite "Actions" all occuring in sequence. This is the player simply doing things, or the "Fiction" if we prefer. To the left of this line, I'd place the intra-player constraints on the Fiction. The Actions trigger feedback from both the GM and other Players, and they respond back to the center line, modifying the overall state of the Fiction.

This is the basic gameplay loop of Improv games, to be clear, just sans the direct representation of additional feedback loops (yes, and and so on) that are typical to them. But even without them, the GM and (Other)Players in this system are implied to resolve their feedback somehow, but the how can be as arbitrary as we like, so its not necessarily important to model them directly. (that's where I actually disagree pretty vehemently, these should be explicitly integrated parts of the game)

PBTA et al actually do use this space though, for GM Moves (I'm not certain if any of these games have Player Moves that trigger off other Players, but you could easily fill that space there too)

Now, this loop also has a "right" side, which is where the individual Player, the one currently engaging the Fiction, interacts with whatever Moves they trigger.

And from there, the Moves are relatively simple. Random Input > Change in Game State XYZ > Fiction. A simple, but ultimately negative feedback loop where most of the Game State changes either negatively impact the game state (IE, taking Harm) or introduces a "Wash" (basically any sort of "weak hit" or success at a cost). Over time, this changes as stats change, as Successes start to become more common.

This is also where we run into an aesthetic issue. While the math is sound, many players don't perceive it this way. IIRC, I remember for AW at maximum that the rough chance of a success is around 50%? May be higher closer to 60. While that's fine if one starts at that level, until you get there you're at the mercy of a dramatically lower chance of unambigious success.

In AW this may not be a perceptible issue, as AW isn't exactly about being consistently competant heroes. But then shift over to something like Ironsworn (much as I love it) or Dungeon World, where that issue becomes very easy to run into if you're not buying into a premise that isn't actually reinforced anywhere mechanically. (You either buy the premise or you don't)

But ultimately, by engaging this gameplay loop, the specific Actions chosen reflect a preferred playstyle, the GM, Players, and the Moves all provide different forms of feedback. If your Actions overall present a positive change to the Fiction line, GM and Player will generally respond posititively. Ergo, reinforced. Same goes the other way.

The Moves meanwhile are meant to be designed to reinforce genre emulation. Ergo, if you act in accordance for that, the Moves overall trend towards a positive game state (or rather, what the game considers to be positive)

So yeah, as said I can illustrate this later if desired so it can be looked at more clearly, but the overall idea isn't wrong.

I find the use of “improv” particularly problematic because the GM in many games has ultimate authority

If that were true though, most good GMing practices wouldn't allow for players to come up with their own actions. In fact, its generally considered bad form to be so stingy about what you allow that players are forced to read your mind to get anywhere.

That's the pitfall of not embracing the improv game properly, and an inverse problem can be identified in mother may I issues over in 5e. Both can be solved very readily by embracing the Improv game, and this is what the oral tradition for DMing eventually teaches people to do.

However, I don’t think that’s what was meant by “improv play” nor is it what I mean when referring to it euphemistically as “improvised play”.

Improvised means the same thing whether we're talking Improv theater, improv games, or improvised gameplay in video games. You don't have explicit buttons to push, you've got to actually figure out wtf to do with whatever tools you have.

This is what the OSR considers as the peak of their experience, by the by.
 

In a RPG, imagination is not just something you while playing the game. Shared imagining is the core of the play of the game. The other parts of the game - character sheets, stat blocks and maps; making dice rolls and noting their results; mechanics and other rules that explain how to interpret and apply dice rolls, how to make changes to character sheets and maps, and how to change the fiction - are all in service of the shared imagining.
While I personally agree with the general sentiment of this, I'm not sure it's quite so cut-and-dried for everyone.

To be devil's advocate for a moment: there's some to whom playing an RPG is akin to playing a boardgame, only with fewer confinements and more variability in play as the game proceeds. Characterization and imagination are a distant second (if present at all) to meta-tactics, strategies, and problem/puzzle-solving at the player level. Pawn-stance play at its extreme is a version of this, where the player's character is seen as nothign but a pawn on a very big board.
A RPG ruleset which makes imagining purely optional or ancillary, as it is in Monopoly or Forbidden Island - because the procedures of play set out in the ruleset can all be undertaken without needing to imagine anything - is a failed RPG ruleset.
That depends. If the ruleset is being written with the specific intent of promoting extreme-pawn-stance play, then it has not failed - and in fact has succeeded - if extreme-pawn-stance play is what generally results when that system is used.

Most RPG rulesets are (thankfully!) not written with this intent.
 

While I personally agree with the general sentiment of this, I'm not sure it's quite so cut-and-dried for everyone.

To be devil's advocate for a moment: there's some to whom playing an RPG is akin to playing a boardgame, only with fewer confinements and more variability in play as the game proceeds. Characterization and imagination are a distant second (if present at all) to meta-tactics, strategies, and problem/puzzle-solving at the player level. Pawn-stance play at its extreme is a version of this, where the player's character is seen as nothign but a pawn on a very big board.
Any element of a multiplayer game that isn't represented concretely must be imagined. If that very big board isn't actually rendered physically for all participants to reference, they must imagine it, and to play coherently, they must share in that imagining. Characterization is not required, although it is present in (and of course central to) many RPGs.

I remember coming up with a pretty detailed character for Torg Eternity, and very quickly realizing that none of it mattered with regard to the game as such. I was just there to follow the breadcrumbs, ride the railroad, and use the stats on my character sheet. But we still had to share our imaginations of our characters and the world, and pretend we were people doing things in it, and so it was a roleplaying game even though my character might as well have had no, erm, character. (Some other players' characters had their schticks and quips, which seemed to be characterization enough for those players.)

That depends. If the ruleset is being written with the specific intent of promoting extreme-pawn-stance play, then it has not failed - and in fact has succeeded - if extreme-pawn-stance play is what generally results when that system is used.
Agreed! Gets to @Manbearcat's "says what it does and does what it says". :)

Most RPG rulesets are (thankfully!) not written with this intent.
Yes, thankfully!
 

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