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So What is a Roleplaying Game? Forked Thread: Clark Peterson on 4E
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<blockquote data-quote="Ktulu" data-source="post: 4498902" data-attributes="member: 13465"><p>Or --dnd here's a thought-- we actually do enjoy it.</p><p></p><p>You're more than free to not like it and voice your opinion. In fact, that's what challenges growth and change. However, to say that my defending of something I like is simply because I fear it may be true is just plain wrong.</p><p></p><p>Back on topic-</p><p></p><p>I have played a great many roleplaying games; from computer to console to tabletop. I've played many editions of D&D, every edition of Star Wars, and a parade of indi games (got a player who just seeks out these weird games). I had even made up my own before I played D&D using Legos and some yahtzee dice (admittedly, I was in the fourth grade, so everyone was beyond conan in terms of power).</p><p></p><p>In my opinion, there are simply two things that make up a roleplaying game, and they have both been mentioned above:</p><p></p><p>1.) The ability to create a unique character. By unique, I mean both personality and skills. This can come in the form of creating my own party (ala computer rpgs) or a personal character with goals. Metroid is not an RPG. Monopoly is not. Both for the same reason; the character is provided for me.</p><p>2.) Non-Linear story. If I have the option to speak to the bartender when I want, or gather rumors, or go off looking for random encounters, I'm in a roleplaying game. I'm dictating something in the story. My actions create the effect. Super Mario Brothers is not a roleplaying game because I move left and encounter the exact same obstacles every single time I attempt. Monopoly is not a roleplaying game because I can only roll the dice and go to the designated section. This never changes.</p><p></p><p>Everything else is pure fluff. Combat rules, social encounter rules, magic items, races/classes, space/dragons, craft/profession, it's all added to make your roleplaying game different than the next guys.</p><p></p><p>Ktulu</p></blockquote><p></p>
[QUOTE="Ktulu, post: 4498902, member: 13465"] Or --dnd here's a thought-- we actually do enjoy it. You're more than free to not like it and voice your opinion. In fact, that's what challenges growth and change. However, to say that my defending of something I like is simply because I fear it may be true is just plain wrong. Back on topic- I have played a great many roleplaying games; from computer to console to tabletop. I've played many editions of D&D, every edition of Star Wars, and a parade of indi games (got a player who just seeks out these weird games). I had even made up my own before I played D&D using Legos and some yahtzee dice (admittedly, I was in the fourth grade, so everyone was beyond conan in terms of power). In my opinion, there are simply two things that make up a roleplaying game, and they have both been mentioned above: 1.) The ability to create a unique character. By unique, I mean both personality and skills. This can come in the form of creating my own party (ala computer rpgs) or a personal character with goals. Metroid is not an RPG. Monopoly is not. Both for the same reason; the character is provided for me. 2.) Non-Linear story. If I have the option to speak to the bartender when I want, or gather rumors, or go off looking for random encounters, I'm in a roleplaying game. I'm dictating something in the story. My actions create the effect. Super Mario Brothers is not a roleplaying game because I move left and encounter the exact same obstacles every single time I attempt. Monopoly is not a roleplaying game because I can only roll the dice and go to the designated section. This never changes. Everything else is pure fluff. Combat rules, social encounter rules, magic items, races/classes, space/dragons, craft/profession, it's all added to make your roleplaying game different than the next guys. Ktulu [/QUOTE]
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