In those hypotheticals, the players show in the same room, eat the same snacks, roll the same dice, and have the same "gm describe--> player act-->assign consequence-->gm describe" loop of play.
The cosmetics of play (genre, setting, power level) differ, some details (like episodic vs. continuity and length of campaign) change, but the game remains the same.
Really?
So, in one game, we're playing a really high RP game with tons of intrigue and mystery, and virtually no combat, and in the other game, we're pretty much doing nothing but combat with a bit of talky bits interspersed, and those are the same game?
A game which lasts 10 hours of play, for the same campaign, has all the same elements as a game that lasts 1000 hours of play, across multiple players? Those are the same games?
See, no matter what, in a normal game, the end point is pre-defined. When you reach point X, the game ends. But, in an RPG, that simply isn't true. RPG's don't define the parameters of the end of the game. At least, not typically. Granted, there are exceptions - Dread comes to mind - but, those are exceptions, not generally the rule.
Like all genre definitions, we define by the commonalities, not by the edges.
What about "What do we want from RPGs that is being delivered well"?If we want a new Forge the question is "What do people want from RPGs that is not being delivered well"?
What about "What do we want from RPGs that is being delivered well"?
Seems simpler somehow to fisrt determine what doesn't need messing with before moving on to that which (maybe) does.That hardly seems like the sort of question someone dedicated to revolutionizing TRPGs would ask. ;-)
Seems simpler somehow to fisrt determine what doesn't need messing with before moving on to that which (maybe) does.![]()