Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9197592" data-attributes="member: 42582"><p>This statement, to the extent that I can make sense of it, seems to be false of RPGs.</p><p></p><p>The relationship between mechanics and fiction is absolutely central to RPG design. It is not a matter of aesthetics separate from mechanics. For instance, the mechanics of encumbrance in classic D&D or Torchbearer - as per my post just upthread - produce a fiction in which character count their beans and worry about their load-outs. If your goal is to have a game where the fiction will resemble (say) REH Conan stories or (say) the epics of The Silmarillion, then you will not want to use encumbrance mechanics!</p><p></p><p>This strikes me as obviously false.</p><p></p><p>For the sake of illustration, let's take classic D&D as a paradigm RPG. It differs from a wargame or a Diplomacy-esque competitive scenario by combining some key features:</p><p></p><p style="margin-left: 20px">*There is a shared fiction, managed/curated by a referee (ie a non-"player" participant), and that shared fiction matters to action resolution;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Each of the player participants engages and shapes the shared fiction by declaring actions for a particular character in that fiction, with whom they are identified;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*There is no straightforwardly structured win condition - the fiction is in an important sense open-ended, and player goals are established and resolved within that context.</p><p></p><p>From this, various things follow:</p><p></p><p style="margin-left: 20px">*The only constraint on permissible player moves is <em>what everyone is prepared to imagine their character doing</em> - this is obviously different from a boardgame, is more open-ended than a typical wargame, and doesn't depend upon technical programming constraints in the way a videogame does;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Some method or system is needed to help keep all the participants' imaginations on the same page - this is where mechanics come in, and also other considerations like the role of the non-"player" participants (the referee) in making decisions about what happens next (so "railroading" is a concern for RPGing in a way that is obviously different from boardgames or videogames).;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*What counts as good gameplay - both in the sense of being skilled, and in the sense of being fun - can't be completely independent of what happens to particular characters in the fiction. This gives the "game pieces" a significance that is quite different from typical boardgames or wargames.</p><p></p><p>I'm sure other things could be said too, that I'm not thinking of at present. But I think these points are enough to show that the mechanics-fiction relationship (and the mechanics-character relationship as a special case of that) are fundamental to RPG design. The fiction is not just flavour text.</p><p></p><p>Well I think that here you demonstrate a failure to understand what distinguishes RPGs from other games, in something like the way that Vincent Baker (as per the OP) describes as an "ongoing and outstanding crisis in RPG design". You are equating RPGing with a particular participant attaching some imaginative component to their game play decision - "narrating stuff properly" (you are also looking at that through a lens that assumes particular archetypes/tropes correspond to particular strategies for effectiveness).</p><p></p><p>You are not considering at all the issues of <em>generating a shared imagination via play</em>, nor of <em>maintaining that shared imagination during play</em>, in circumstances where <em>the only limit on player moves is what everyone agrees to imagine a given character can do</em>.</p><p></p><p>Again, this seems obviously false.</p><p></p><p>In classic D&D, when I say "I walk down the corridor, and when I get to the end of it I take my hammer and spikes out of my backpack", I am making moves in the game, changing the shared fiction, but no mechanic is invoked.</p><p></p><p>Contrast Cortex+ Heroic fantasy, where to take a hammer and spikes out of my backpack probably does invoke a mechanic (namely, the rule for spending plot points to establish Resources).</p><p></p><p>These two examples are simple illustrations of the different ways in which a RPG can regulate the shared fiction: sheer consensus (as in the D&D example) vs mechanical constraints (as in the Cortex+ Heroic example). Eliding the difference between them is not helpful for RPG design, given that a key question in RPG design is when to rely on consensus and when to introduce mechanics.</p><p></p><p></p><p>All I see here is that you seem to be setting out to reinvent Rolemaster, or some of the elements of 3E D&D.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9197592, member: 42582"] This statement, to the extent that I can make sense of it, seems to be false of RPGs. The relationship between mechanics and fiction is absolutely central to RPG design. It is not a matter of aesthetics separate from mechanics. For instance, the mechanics of encumbrance in classic D&D or Torchbearer - as per my post just upthread - produce a fiction in which character count their beans and worry about their load-outs. If your goal is to have a game where the fiction will resemble (say) REH Conan stories or (say) the epics of The Silmarillion, then you will not want to use encumbrance mechanics! This strikes me as obviously false. For the sake of illustration, let's take classic D&D as a paradigm RPG. It differs from a wargame or a Diplomacy-esque competitive scenario by combining some key features: [indent]*There is a shared fiction, managed/curated by a referee (ie a non-"player" participant), and that shared fiction matters to action resolution; *Each of the player participants engages and shapes the shared fiction by declaring actions for a particular character in that fiction, with whom they are identified; *There is no straightforwardly structured win condition - the fiction is in an important sense open-ended, and player goals are established and resolved within that context.[/indent] From this, various things follow: [indent]*The only constraint on permissible player moves is [i]what everyone is prepared to imagine their character doing[/I] - this is obviously different from a boardgame, is more open-ended than a typical wargame, and doesn't depend upon technical programming constraints in the way a videogame does; *Some method or system is needed to help keep all the participants' imaginations on the same page - this is where mechanics come in, and also other considerations like the role of the non-"player" participants (the referee) in making decisions about what happens next (so "railroading" is a concern for RPGing in a way that is obviously different from boardgames or videogames).; *What counts as good gameplay - both in the sense of being skilled, and in the sense of being fun - can't be completely independent of what happens to particular characters in the fiction. This gives the "game pieces" a significance that is quite different from typical boardgames or wargames.[/indent] I'm sure other things could be said too, that I'm not thinking of at present. But I think these points are enough to show that the mechanics-fiction relationship (and the mechanics-character relationship as a special case of that) are fundamental to RPG design. The fiction is not just flavour text. Well I think that here you demonstrate a failure to understand what distinguishes RPGs from other games, in something like the way that Vincent Baker (as per the OP) describes as an "ongoing and outstanding crisis in RPG design". You are equating RPGing with a particular participant attaching some imaginative component to their game play decision - "narrating stuff properly" (you are also looking at that through a lens that assumes particular archetypes/tropes correspond to particular strategies for effectiveness). You are not considering at all the issues of [I]generating a shared imagination via play[/I], nor of [I]maintaining that shared imagination during play[/I], in circumstances where [I]the only limit on player moves is what everyone agrees to imagine a given character can do[/I]. Again, this seems obviously false. In classic D&D, when I say "I walk down the corridor, and when I get to the end of it I take my hammer and spikes out of my backpack", I am making moves in the game, changing the shared fiction, but no mechanic is invoked. Contrast Cortex+ Heroic fantasy, where to take a hammer and spikes out of my backpack probably does invoke a mechanic (namely, the rule for spending plot points to establish Resources). These two examples are simple illustrations of the different ways in which a RPG can regulate the shared fiction: sheer consensus (as in the D&D example) vs mechanical constraints (as in the Cortex+ Heroic example). Eliding the difference between them is not helpful for RPG design, given that a key question in RPG design is when to rely on consensus and when to introduce mechanics. All I see here is that you seem to be setting out to reinvent Rolemaster, or some of the elements of 3E D&D. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
Top