The Many Faces of Roleplaying: How ‘RPG’ Became Everything and Nothing

Wittgenstein argued in his Philosophical Investigations that there is no single feature shared universally by all games, but rather that all games share what might be called 'resemblances'. For much of the long history of language, 'game' has enjoyed and participated in various degrees of vagueness.

"Role-playing" also participates in vagueness; it seems to follow naturally from the fact that two nebulous terms, "role-playing" and "game", taken together, are not going to admit of convenient or simple understanding - this admission does not of course preclude "RPG" from being used however the term is perceived to best serve marketing, or for that matter, any other interest(s).
When Wittgenstein's argument is brought up, I feel obligated to suggest The Grasshopper as a rejoinder. Bernard Suits sets out to identify a robust definition of game and does a pretty good job of it. Likewise, I imagine there may be a way through with RPGs.
 

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Thanks for sharing the challenge to Wittgenstein - I'll have to check it out one of these days.* =)


*hopefully prior to significantly more language shift invariably muddling the meanings of the terms involved even further
 

“Card game,” “board game,” and “video game” describe form — the physical or digital medium that defines how they’re presented and played. “Roleplaying game,” by contrast, describes function more than anything else.
The repeated comparisons to things like “video games” or “sports” miss the distinction I’m talking about. Those terms describe mediums—they’re defined by form and delivery. A video game is a digital medium; a sport is an athletic contest. You know what you’re getting just by the word alone. “Roleplaying game,” on the other hand, describes a mode of play—not a format or medium. That’s why it’s such a broad and interpretive category. It can be collaborative storytelling, tactical combat, or character-driven drama, and all of those are valid.

That’s what makes the discussion interesting to me: how we, as players, navigate that spectrum of experience and expectation.
That’s a fair comparison, and I agree that broad categories aren’t unusual — language thrives on generalization. The difference I was aiming at isn’t that “RPG” shouldn’t be broad, but that its breadth carries particular consequences because of how play expectations form around shared imagination and collaboration.

I think part of the disconnect here is that “roleplaying game” operates on two overlapping but very different levels of meaning.

On one hand, it’s a general descriptor — any game involving character progression, narrative choice, or role assumption, whether digital or analog. That’s how we end up with video game RPGs, tactical hybrids, or narrative board games all falling under the same umbrella.

On the other hand, it’s also a specific product category: tabletop games published primarily as books or PDFs, often using dice, imagination, and collaborative storytelling. Within this context, “RPG” doesn’t describe a mechanic or genre — it describes a format of play.
I'm not sure I really follow the ostensible contrast between a function, a mode of play, a format or a medium. Especially because at one point you say that "RPG" does not describe a format, but on the other hand you say that - as a specific product category - it does describe a format.

Similarly to @Campbell, I think that RPG - at least in the context of the "product category" to which D&D, Apocalypse World, CoC, V:tM, etc, etc belong - does describe a format of play:
What distinguishes a RPG, of the sort that resembles D&D, from a wargame are two main things:

*The players (cf GM/referee) predominantly control, and engage the game, via one imagined person within a first-person perspective (ie they imaginatively insert themself into the player's character's imaginary circumstances) rather than from the typical wargame god's eye general's perspective;

Those imagined circumstances - the *fiction - matter to resolution. The game is not just a boardgame.​

But this combination of arrangements can be used to play many different games, just as is the case for moving tokens on a board in accordance with rules and dice rolls; or as is the case for dealing and playing hands of playing cards.
If I pick up a book of rules for a RPG, or sit down to play one, I know that - unless it's departing a fair way from the norm - that this is what I'm getting.

As to what the game will be that I'm playing within this format - using shared imagination as the principal medium of play - that will depend on the details of the particular game. And this is, in my view the source of your concern that there can be a lack of clarity over what constitutes playing a RPG in some particular context: many RPG rulebooks don't actually spell out the details of the game, in particular (i) what the "point" of play is, and (ii) how the medium is to be deployed and manipulated: that is, how imaginary circumstances are to be established and "evolved" at the table in the course of play.

Sometimes this is due to it being taken as given that everyone who sits down to play will know how this is to be done: I think Rolemaster is an example here, and it assumes prior knowledge from the play of D&D.

Sometimes I think this is for commercial reasons: eg 5e D&D is pretty non-committal in this respect, but that's because WotC wants to sell the game to many people who are playing pretty different games, just like a manufacturer of playing cards wants to sell to five hundred players, bridge players, poker players, solitaire players, etc.
 
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If the early years of roleplaying fractured the definition of “RPG,” the modern era has institutionalized that fracture. What began as diverging philosophies has become a commercial strategy — an invitation to everyone, regardless of what “roleplaying” means to them. Today, the term “RPG” promises universality: a game that can be tactical or narrative, structured or freeform, simulationist or cinematic. It offers the idea that all playstyles can thrive together within a single framework.

But that inclusivity is rarely structural. It exists as aspiration and marketing, not as coherent design. Dungeons & Dragons illustrates this paradox most clearly. The brand positions itself as the definitive expression of roleplaying, yet its mechanics and presentation must appeal to incompatible expectations — storytellers, tacticians, world-builders, and casual adventurers alike. The result isn’t a system that unifies those experiences, but one that shifts the burden of integration onto the table itself. Players and game masters become the translators between philosophies, negotiating tone, emphasis, and pacing to make the game “work” for everyone.

That negotiation can succeed — and often does — but it comes at a cost. The shared language of “RPG” conceals the real differences in what people want from the experience. When those expectations clash, groups don’t just argue over rules or storylines; they clash over purpose. Meanwhile, publishers continue to market breadth as virtue, framing adaptability as universal strength rather than a structural tradeoff. The system’s versatility is genuine, but it is also a quiet abdication: the responsibility for harmony belongs to the players, not the design.

I used to be a big proponent of tight focused design of every part of the experience: from rules to setting to presentation to curating the play group (you would be amazed at benefits being a cult leader provides wrt running games)

Running a 50 player game changed my perspective a lot. There's a lot of value in allowing people who want different things from the game play together, and they don't necessarily have to step on each other toes.

I think you were on to something at first, but that comparison doesn’t hold up under closer scrutiny. “Card game,” “board game,” and “video game” describe form — the physical or digital medium that defines how they’re presented and played. “Roleplaying game,” by contrast, describes function more than anything else.

I disagree. RPGs (by and large) have a lot of similarities in the logistics of play: you need a committed group of people, the play occurs over large swaths of time, and a substantial portion of the process happens outside the game table (in talking about the events of the session, arguing where to go next in group chat or creating in-jokes that will live on for years)

If that isn't a medium, I don't know what is.
 

A wise man once said...."RPGs aren't really games, they are activities".
The quote comes from that beautiful mess of 5e recording from @SlyFlourish. I'm not sure who it was that actually said it.
Calling them "games" causes.....problems.
I heard that too, thought of this thread, and thought NASA could probably see my eye roll from space right now.
 

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