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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you want to be able to DO as a player?
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="EzekielRaiden" data-source="post: 9216155" data-attributes="member: 6790260"><p>As compactly as possible: I expect to game via roleplay, and to roleplay via game.</p><p></p><p>Unpacking that: I want, <strong>by design</strong>, a good roleplaying experience AND a good gaming experience, inseparably. If I wanted RP only, I could just <em>do</em> that, systemless, and did for years (though these days, I usually write instead.) If I want just gaming...I have hundreds of PC games I could play, skipping all the complexity of finidng, joining, and playing in a group.</p><p></p><p>Since neither GMs nor other players are indispensible for TTRPGs, the key benefit they provide, IMO, is that they're both things simultaneously: both roleplaying <strong>and</strong> game. Thus, they should reinforce each other. Neither one should ever be seen as an annoying hurdle to get to the other. We should play <em>wanting</em> roleplay AND gameplay--because there are much, much better tools if you only want one side of that.</p><p></p><p>That's why I have high standards for game design. It's why I gush about 13A's clever design, and why I run Dungeon World instead of something else. IMO, anyone can (with time/effort) write a good, even great setting. (Many, <em>many</em> DMs already do.) But designing a good RPG system? That's incredibly hard. Just a good asymmetrically-balanced system is quite hard, let alone one that truly integrates roleplay.</p><p></p><p>And when you truly get it right? It is beautiful. Because in that limit--when genuinely good asymmetrical balance is achieved--then there is no difference between "optimization" and "roleplay." Because the sincere optimizer can no longer rely on calculation to guide their choices; the conclusions are inconclusive if all you do is compare quantitative things. You must instead make <em>qualitative</em> choices. You must choose what you <em>value</em> more, not merely what you <em>calculate</em> as highest. When you do that, then to roleplay IS to game, and to game IS to roleplay--the two truly become, not simply inseparable distinct things, but <em>one singular act</em>. No longer a crude weld, nor even a smooth join, they have become truly alloyed together as one single substance.</p><p></p><p>This is why I am so opposed to unbalanced games. Unbalanced games can generally be <em>solved</em>. They have clear, degenerate solutions which should always be preferred so long as they're available, and one should always put one's full effort into <em>making</em> them available if they aren't. Unbalanced games provide perverse incentives which either push players <em>away</em> from actually roleplaying, or punish them for choosing to roleplay, and they usually even punish engaging with the parts of the game that are meant to be entertaining or interesting to play through.</p><p></p><p>It's also why I'm opposed to <em>trivial</em> games. Trivial games are also solvable, and rarely interesting. It doesn't take long for even a relatively young child, say 6-8, to realize that Tic-Tac-Toe/Noughts-and-Crosses is a pretty boring game, because it is fairly trivial. Perfect play is easily achieved, and results in a draw every single time. Games that are enjoyable <em>for gameplay</em> offer depth, which is incompatible with being trivial, but also incompatible with being unbalanced.</p><p></p><p>Everything else--story, drama, satisfying progression, etc.--is a downstream concern. That doesn't mean they aren't concerns. They are. But unless and until you have ensured that your game is neither unbalanced nor trivial, those concerns cannot be properly addressed. I do have many other things I care about as part of what I consider engaging gameplay or engaging roleplay. But it is critical that the game be well-made as both a roleplay experience AND a gameplay experience.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9216155, member: 6790260"] As compactly as possible: I expect to game via roleplay, and to roleplay via game. Unpacking that: I want, [B]by design[/B], a good roleplaying experience AND a good gaming experience, inseparably. If I wanted RP only, I could just [I]do[/I] that, systemless, and did for years (though these days, I usually write instead.) If I want just gaming...I have hundreds of PC games I could play, skipping all the complexity of finidng, joining, and playing in a group. Since neither GMs nor other players are indispensible for TTRPGs, the key benefit they provide, IMO, is that they're both things simultaneously: both roleplaying [B]and[/B] game. Thus, they should reinforce each other. Neither one should ever be seen as an annoying hurdle to get to the other. We should play [I]wanting[/I] roleplay AND gameplay--because there are much, much better tools if you only want one side of that. That's why I have high standards for game design. It's why I gush about 13A's clever design, and why I run Dungeon World instead of something else. IMO, anyone can (with time/effort) write a good, even great setting. (Many, [I]many[/I] DMs already do.) But designing a good RPG system? That's incredibly hard. Just a good asymmetrically-balanced system is quite hard, let alone one that truly integrates roleplay. And when you truly get it right? It is beautiful. Because in that limit--when genuinely good asymmetrical balance is achieved--then there is no difference between "optimization" and "roleplay." Because the sincere optimizer can no longer rely on calculation to guide their choices; the conclusions are inconclusive if all you do is compare quantitative things. You must instead make [I]qualitative[/I] choices. You must choose what you [I]value[/I] more, not merely what you [I]calculate[/I] as highest. When you do that, then to roleplay IS to game, and to game IS to roleplay--the two truly become, not simply inseparable distinct things, but [I]one singular act[/I]. No longer a crude weld, nor even a smooth join, they have become truly alloyed together as one single substance. This is why I am so opposed to unbalanced games. Unbalanced games can generally be [I]solved[/I]. They have clear, degenerate solutions which should always be preferred so long as they're available, and one should always put one's full effort into [I]making[/I] them available if they aren't. Unbalanced games provide perverse incentives which either push players [I]away[/I] from actually roleplaying, or punish them for choosing to roleplay, and they usually even punish engaging with the parts of the game that are meant to be entertaining or interesting to play through. It's also why I'm opposed to [I]trivial[/I] games. Trivial games are also solvable, and rarely interesting. It doesn't take long for even a relatively young child, say 6-8, to realize that Tic-Tac-Toe/Noughts-and-Crosses is a pretty boring game, because it is fairly trivial. Perfect play is easily achieved, and results in a draw every single time. Games that are enjoyable [I]for gameplay[/I] offer depth, which is incompatible with being trivial, but also incompatible with being unbalanced. Everything else--story, drama, satisfying progression, etc.--is a downstream concern. That doesn't mean they aren't concerns. They are. But unless and until you have ensured that your game is neither unbalanced nor trivial, those concerns cannot be properly addressed. I do have many other things I care about as part of what I consider engaging gameplay or engaging roleplay. But it is critical that the game be well-made as both a roleplay experience AND a gameplay experience. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you want to be able to DO as a player?
Top