RPGnet Columns
11-30-2005, 07:47 AM
Post originally by walt c at 2005-11-30 06:47:40
Converted from Phorums BB System
Very interesting article, Mendel!
I think the biggest question that pops up whenever you push the boundaries of RPG design is "When does it stop being an RPG?"
While one can look up the definition of "roleplaying" and "game" and apply them very liberally, popular opinion remains that a "roleplaying game" is about players creating characters and working through plots that are the province of a GM. You can't easily change that (forgive my Amero-centric example, but it's like two baseball teams meeting for a game. Every move each player makes, every decision of the coaches, is in reaction to the movements of the baseball. Take away the baseball, and you have two teams staring at each other. They may decide to do something else, but it's no longer baseball).
There's also a difference between "innovation" and "revolution." There have been many innovations in RPG design over the last 3+ decades, but none of them have knocked the 900lb. (D&D) dragon off it's perch.
Vampire (and perhaps WoD as a whole) came close. It popularized two innovations, the "Monster as Protagonist" and the LARP. Neither of these concepts, however, revolutionized the RPG culture. The "MaP" concept quickly degenerated into "undead superheroes," while LARP remains a niche.
Another innovation was the "no GM" concept (also popular with LARPs). I've played and enjoyed sessions where everyone at the table has a character and simply plays through a scene. These games rarely last, as they tend to lack depth.
To address your possibilities, I think any one of them can be played, provided that 1) the players are willing and 2) you have to consider that a "session" will probably be brief. I think your "no characters" concept has the most promise, since that's what many of us do when we have "what do we want to play?" sessions. The group provides input and creates a setting to play in, which is as much of a session as the "traditional" roleplaying that follows. Many of us have also taken on the role of whole militaries and nations when we get really involved in a boardgame.
I look forward to your next column!
Walt
Converted from Phorums BB System
Very interesting article, Mendel!
I think the biggest question that pops up whenever you push the boundaries of RPG design is "When does it stop being an RPG?"
While one can look up the definition of "roleplaying" and "game" and apply them very liberally, popular opinion remains that a "roleplaying game" is about players creating characters and working through plots that are the province of a GM. You can't easily change that (forgive my Amero-centric example, but it's like two baseball teams meeting for a game. Every move each player makes, every decision of the coaches, is in reaction to the movements of the baseball. Take away the baseball, and you have two teams staring at each other. They may decide to do something else, but it's no longer baseball).
There's also a difference between "innovation" and "revolution." There have been many innovations in RPG design over the last 3+ decades, but none of them have knocked the 900lb. (D&D) dragon off it's perch.
Vampire (and perhaps WoD as a whole) came close. It popularized two innovations, the "Monster as Protagonist" and the LARP. Neither of these concepts, however, revolutionized the RPG culture. The "MaP" concept quickly degenerated into "undead superheroes," while LARP remains a niche.
Another innovation was the "no GM" concept (also popular with LARPs). I've played and enjoyed sessions where everyone at the table has a character and simply plays through a scene. These games rarely last, as they tend to lack depth.
To address your possibilities, I think any one of them can be played, provided that 1) the players are willing and 2) you have to consider that a "session" will probably be brief. I think your "no characters" concept has the most promise, since that's what many of us do when we have "what do we want to play?" sessions. The group provides input and creates a setting to play in, which is as much of a session as the "traditional" roleplaying that follows. Many of us have also taken on the role of whole militaries and nations when we get really involved in a boardgame.
I look forward to your next column!
Walt