Hussar
Legend
Wait, what? You just agreed that this was a system. If it's not a free form play system, what mechanics are you using?If you say so. Since we don't have an agreed upon definition I don't see that it matters.
Wait, what? You just agreed that this was a system. If it's not a free form play system, what mechanics are you using?If you say so. Since we don't have an agreed upon definition I don't see that it matters.
I think what's generated the pushback was when you said AD&D 1e was "barely a roleplaying game." The fact you've indicated that your idea of "playing a role" does not include what some people call "playing a roleplaying game" may also be partially responsible.Note, that's not quite what I said. I said that in a role playing game, if someone refuses to actually play a role, as in portray a character, then they aren't playing an RPG. I'm shocked by how much pushback this gets. If you can play an RPG without any R, then it's just a game. It's no different than any other suitably complex board game. Hey, I adore complex board games. I've spent far, far too many hours playing Star Fleet Battles to not enjoy it.
But, at no point would I ever characterize playing Advanced Squad Leader, Star Fleet Battles, Eclipse or various other games as role playing. There probably isn't an RPG out there as complex as Stellaris, but, Stellaris is not an RPG. Could I role play during play? Sure? But, the system in no way rewards or expects it.
Saying an RPG expects players to play a role is kinda like saying rain is wet. It's right there in the name.
Don't mind me. Long day + shifting a couple time zones = poorly worded responses.Wait, what? You just agreed that this was a system. If it's not a free form play system, what mechanics are you using?
No single person in particular. There is a rather popular strain of thought right now, that can be summarized very loosely as, "D&D can and should embrace the entirety of these ranges." That one system not only can, but should, simultaneously serve the needs of neo-Gygaxian murder-hole delvers, "systems are toolkits" (or "we've got a binder of house-rules") hobbyist re-builders, hardcore "set the system running and find out what happens" simulationists, casual beer-and-pretzels dice-slingers, folks who love deep and balanced systems, etc. without any of them feeling left out or under-served.Who is the we you are referring to? There are plenty of us who a pretty cognisant of a range of RPGs, a range of approaches, a range of techniques, etc.
I mean, how is that not a rule? (And therefore, trivially, a set made up of one rule.) It's literally the foundation of monarchy: "Do what the monarch says." Likewise for dictatorship and autocracy. And, historically speaking, those things remain the most commonly-used system (yes, it IS a system!) of humans organizing themselves. "Do whatever [X person] tells you to do" is, most certainly, the rock bottom most simplistic, primitive "rule" you can have, cutting things down so far that, if you removed literally anything else, it wouldn't be a rule anymore. But it does seem to fulfill the requirements: "a principle or regulation governing conduct, action, procedure, arrangement, etc." It governs conduct, because it tells you what to do. And it is a principle, albeit one so simple it only barely avoids being vacuous.If you want to call that a ruleset, sure. Go for it.
But isn't that exactly the problem? You can't design a game with only the goal of "have fun." Because, for some group in some context, literally ANY activity you can define can be "fun." To design a game "for fun" is like saying you design a dish for "tastiness." Some people find durian tasty; I think it tastes literally the way garbage smells on a hot summer day. I find cilantro delicious; others think it tastes like soap. Every ingredient that won't outright kill the person who eats it can be tasty to someone, somewhere. This particular design rule is useless for actually limiting behavior relative to the design of games (or food, or anything else) because it is identical to saying, "Just do good things and not bad things, 4head!"There is no competition for most games. The PCs may win the day or they may go down in ignominious defeat. They may be heroes that stop the apocalypse of the week or build up the local thieves guild. How is anyone going to come up with what it means as successful play with all the possible options other than ... wait for it ... having fun.
I think a lot of this is from conflating different approaches to the hobby; to use a very simple example, I have a small group of adult friend I get together with occasionally and we play board games. The goal of it certainly isn't to win; in fact, while we have fun and try, I think anyone that was overly competitive wouldn't be welcomed back (trying too hard is gauche, you know?). Because there is a large component of the social activity that is orthogonal to what we are doing.
What some people try to do is assume that everyone has the same interests in terms of advancing specific play objectives. In other words, how do you play "better." How do you make the experience "better." How do you better align the rules and the RPG and the theory and the everything else to maximize the experience- to make it "better." There's nothing wrong with that!
So, are the categories related to each other in a "more/less" way? If so, I have an issue with the category.You keep wanting to turn this into a semantic debate. I do not give a fetid dingo's kidney what terms you use. Pick them, and I'll use them.
To me, it's perfectly clear what's being explained here. Yes, I prefer one to another. As @Oofta has repeated, why is that a problem? I've been pretty clear about saying that this is purely my own views.
So, pick terms that you like, and then move on. No one seems to have issues with the categories themselves, so, pick random words and move on.
I'm not sure why you are so hung up on the notion that more=better/less=worse. Perhaps it's a cultural thing?So, are the categories related to each other in a "more/less" way? If so, I have an issue with the category.
Whereas I have zero problems with saying that just because you have D&D books on the table does not mean you're roleplaying. Just like you can add role play to any game, you can also remove it as well. Playing, "low characterization, high exploration, and even low, low" games is just drifting a roleplaying game into playing a game. If you remove the role, then there is no roleplay.I'm actually happy he's got his understanding in place even while I argue about how I think he needs to lay off the dismissal of other approaches.
Dude, you realize that by saying low expression, high exploration is not roleplaying that you're cutting out games where you play characters to find out what happens to them and who they are but don't spend a lot of time at the table describing or playacting characterizations, right? I mean, I'm strongly questioning your definition of role at this point, because it's certainly not the one used by most people I discuss this with -- which is merely taking on the role of someone else to play the game but not necessarily the persona.Whereas I have zero problems with saying that just because you have D&D books on the table does not mean you're roleplaying. Just like you can add role play to any game, you can also remove it as well. Playing, "low characterization, high exploration, and even low, low" games is just drifting a roleplaying game into playing a game. If you remove the role, then there is no roleplay.
I frankly find it rather baffling that people want to insist that so long as you happen to have some RPG books on your table, no matter what, you are role playing. I have no problem having some level of requirement in order to differentiate an RPG from other forms of games. To me, it's adopting a role, as in playing the game through the lens of the character that is created for that game.
I don't understand why people feel the need to include every single game on the planet under the umbrella of roleplaying game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.