Worlds of Design: What Defines a RPG?

It’s a daunting task to try to define and characterize a segment as large and diverse as tabletop role-playing games in just a few words. But here goes.

It’s a daunting task to try to define and characterize a segment as large and diverse as tabletop role-playing games in just a few words. But here goes.

rpg.jpg

Picture courtesy of Pixabay.
Life is either a daring adventure or nothing.” Helen Keller​

Some people won’t be happy with my definitions--which is my opinion, drawn from experience. But the purpose of such exercises is (aside from encouraging people to think) to narrow down something so that we can talk about it intelligibly.

Defining the Undefinable​

There are two ways to define something: 1) specific (as in a dictionary), but this usually leads to dispute even when what’s being defined is a single word; or 2) describe typical characteristics, even if it’s possible that some will not have all of those characteristics. I’m trying the latter, being general enough to think all the characteristics are necessary.

What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human-opposed co-operative game. There are four characteristics:
  • Avatars,
  • progressive improvement,
  • co-operation, and
  • GMed opposed adventure.
Simple enough, but in defining a concept it’s sometimes easier to explain what it isn’t.

What RPGs Are Not

Role-playing games, as defined by the last word, are games and therefore require opposition. An RPG is not a puzzle (with a correct solution); an RPG is not a means for the GM to tell a story (reducing player agency immensely); an RPG is not a storytelling mechanism, whether for players to tell each other stories, or for the GM to tell a story. These things all exist, but to include them in the definition goes far beyond the realm of game. A game is a form of play, but most forms of play are not games.

Not Just Role-Playing​

Technically, a role-playing game may be any game where you play a role – which is a LOT of games, tabletop and (especially) video. It even includes some business simulations. I’m more interested in what makes a game a hobby RPG, a game played frequently by hobby game players. So I’ll discuss role-playing in terms of avatars.

What’s a “Pure” or “Real” Avatar?

  • A single thing/entity that represents the individual player, most commonly a humanoid
  • All the player’s actions in the game emanate from the avatar
  • The “pure” avatar is fully subject to risk: if it dies/is destroyed, the player loses (at least temporarily)
An avatar could be a spaceship, a tank (World of Tanks) or other vehicle, even a pizza-shape (Pac-Man). In video games, the avatar typically respawns. In hobby RPGs, the avatar is a creature, usually human or humanoid. (For more detail, read "The most important design aspect of hobby RPGs is the Pure Avatar".)

Avatars sometimes have a separate developer-provided “history” and personality (Mario, Sonic). Sometimes an avatar is a blank slate so that the player can more easily infuse his/her own personality or fictional character background into the avatar.

In many games, a "kind-of-avatar" is not the source of all action, nor does the game end if the avatar is killed. That’s not an RPG.

Progressive Improvement

This can happen in many kinds of games. But in what we call RPGs, it’s some variety of:
  • Gaining experience to rise in levels, and the levels give more capability (though the term “level” might not be used)
  • Gaining skills/feats/features (which give more capability)
  • Collecting magic or technological items (which provide extra options, defense, offense, etc.)
  • Acquiring money/treasure (which can be used for lots of things)
  • No doubt there are some RPGs with other ways to improve, for example via social standing if that is formally tracked
Does it need levels? No, but that's typically (conveniently) how increase in capability “without employing the loot I've got” is expressed.

So a game where the hero(es) don’t progress in capability – or only a little – might be an interesting game, but it’s not an RPG. Many of you can think of board, card, or video games of this kind. Well-known heroes in novel series rarely progress significantly in capability, for example James Bond.

You can have avatars without progression, you can have roles without “pure” avatars, you can have progression without avatars, but those are not what we categorize as RPGs.

Co-operation, Adventure, and a Gamemaster That Controls the Opposition/Enables Adventure

  • Yes, opposition. It’s not a game (I use the traditional sense) without opposition, though it might be a puzzle or a parallel competition
  • I don’t see how there can be significant opposition without a GM/referee; unless you go to computer programming
  • If there’s no co-operation, if it’s player vs player, it’s more or less a board/card game in concept
I include Adventure, because the stories coming out of the original RPGs would be called adventures. In the 21st century we do have novels that don’t seem to have any particular point other than describing everyday life, and I think that’s leaked over into so-called RPGs as well. Whether adventure is necessary is a debatable point (surprise), though I’m certainly not interested in RPGs without Adventure.

The GM also allows the players to try to do “anything” that could be done in the current situation. Some regard this freedom-of-action (extreme player agency) as the defining aspect of RPGs, and it’s certainly vital; but think of a story RPG where the linear plot (typical of stories) forces players to do just what the story calls for. That’s not freedom of action. Yet story form may be the most common form of tabletop RPG.

And consider games like Minecraft. You can try to do almost anything there, too, but it's not an RPG.

Where does this leave computer RPGs? There’s not exactly a GM, though the computer tries to be. There’s certainly not as much freedom of action as with a human GM . . . But my goal was to define hobby tabletop RPGs.

Your Turn: What’s your definition of a role-playing game?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

billd91

Not your screen monkey (he/him)
Uhm, while superhero games are absolutely the genre that most often is used at static advancement (and where its most justified), that's absolutely not the default for M&M, which ordinarily gives out a power point per session, and a PL every 15 power points. It only presents static characters as an option.

I'd suspect you've internalized the way you're used to playing as the default for that system, and its not.
It’s not default to necessarily increase the PL every 15 power points. It’s pretty common to leave the PL fixed and have characters broaden in ability rather than heighten.
 

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Umbran

Mod Squad
Staff member
Supporter
So if you want to make a meaningful definition of roleplaying game it (paradoxically) needs to have criteria other than "can be roleplayed" and "is a game".

Unless the meaning is, "Well, gee, if you are playing a role, and a game, it is a roleplaying game."

And, honestly, if that's what you come to, it is kind of important, if only that it really dispels a lot of that gatekeeping nonsense. It is even useful if what you want to do is a lot of theorycraft - because it tells you that the experience of "RPG" is not itself very focused. That can be dreadfully important to your theorizing.
 


Thomas Shey

Legend
They must have changed that in the newer editions. The default for M&M was PL 10, and that's where the PCs stayed unless the whole group agreed on an increase in PL.

It hasn't been true of any of the three editions; as I said, if you think its the default I have to conclude you've internalized a house convetion as the default rule. And honestly, even if you stay at PL, that doesn't mean there's no progression. A character at PL 10 with 3 array slots and five feats/advantages is a very different and less capable character than they are after they've added four more array slots and another eight feats, let alone pushed up their sub-PL skill values.
 

Thomas Shey

Legend
It's certainly a valid playstyle, but one that I think is getting rarer. New players that are attracted to that style of play are more likely to become CRPG players, because that style is a whole lot easier to machine emulate.

Very possible, but its still one you can't send out Beyond the Pale without, essentially, declaring large chunks of what occurred in the hobby earlier on were not people playing in a roleplaying game.
 

It hasn't been true of any of the three editions; as I said, if you think its the default I have to conclude you've internalized a house convetion as the default rule. And honestly, even if you stay at PL, that doesn't mean there's no progression. A character at PL 10 with 3 array slots and five feats/advantages is a very different and less capable character than they are after they've added four more array slots and another eight feats, let alone pushed up their sub-PL skill values.
Haven't internalized anything, I haven't played M&M since the early days, far too complicated for my tastes. I am remembering the game wrong obviously, as you seem to know it better. I also have no idea what an array slot is...
 

Thomas Shey

Legend
It’s not default to necessarily increase the PL every 15 power points. It’s pretty common to leave the PL fixed and have characters broaden in ability rather than heighten.

Went back and checked and apparently I'm the one projecting here, not Z, so I need to apologize to him.

Though I think my point in the second part is viable; while a character capped at PL isn't increasing in coarse numbers, there's a lot of difference between a PL 10 character at 150 PP and one at 180 PP, and some of them translate into more practical power even if none of the coarse numbers increase.
 

Thomas Shey

Legend
Haven't internalized anything, I haven't played M&M since the early days, far too complicated for my tastes. I am remembering the game wrong obviously, as you seem to know it better. I also have no idea what an array slot is...

Actually, as I indicate above, I'm the one that is wrong here.

An array slot is a thing that lets you use a base power set for a different purpose; for example with your Earth Control, if you can do a straight damage attack, an ensnare, and manipulate objects with a conjured hand of earth, that's three array slots on the power.
 

hawkeyefan

Legend
I’m pretty much of a mind these days to simply agree that a RPG is any game that involves playing a role.

At its most broad, that’s what they are. It’s pretty simple.

If we wanted to break it down from there into sub-categories of different kinds, that’s where it gets tricky.

But trying to take one of those sub-categories and say “that’s the true way to RPG” as the OP does is....well, it always gets a conversation going, so there’s that....but as a point in and of itself I think it fails.
 

lewpuls

Hero
Some people here are confusing a one-off session of a game with the game itself. If the game provides rules for progressive improvement, then the game could be an RPG, even if there's no obvious improvement in a one-off (even as, in many cases, the characters earn experience). Gaining money, items, prestige/social standing from successful missions, and so forth is also improvement that may take place in a single session.

Leveling up is just one way of improving. In original Traveler (if indeed there was no experience or leveling up, I don't recall) you still get money, try to get a better ship and crew, gain new technology, and so on. The improvement just isn't reflected as leveling.

You could make a case that leveling up is a symptom of improvement, not an improvement in itself.
 

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