The Forge Reference Project

 

Topic: Genre / roleplayability etc. (an example)
Started by: Thierry Michel
Started on: 12/17/2002
Board: RPG Theory


On 12/17/2002 at 2:00pm, Thierry Michel wrote:
Genre / roleplayability etc. (an example)

In a bout of insomnia, I cooked up an example to try illustrate my point about what subjects/genre/styles are appropriate for rpgs.

So, let's say we have two game ideas (as far as I know, none have already been taken but they're just examples anyways):

Idea A) The party, a ship crew in the XVIth century Mediterrannean sea, fights or make deals with barbaresque pirates, Malte knights, ottomans potentates, christians courts etc. The goal: survive, make money, get famous or die trying.

Idea B) The party, a group of Jesuit missionaries in XVIth century China, tries to persuade or make deals with the emperor's court, local magistrates, peasants, western merchants etc. The goal: work for the glory of the Lord by infiltrating chinese society and converting the pagans or become martyrs.

The two are purposely pretty similar, with the traditonal party + GM approach, "show don't tell", same time, same appeal (or lack of), one could even run the same characters in both.

Now, do you think both are equally good subjects for a rpg ?




[I expect that the answer is that (A) is better than (B)]

(Bonus point: I even managed to tie in the religion thread)

Message 4605#45771

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 3:42pm, Shreyas Sampat wrote:
RE: Genre / roleplayability etc. (an example)

I wholly disagree...
I don't think it's meaningful to compare 'sketches' like these and try to compare if they're "roleplayable".

Heck, with a good system behind it, the strangers-in-a-strange land kind of feel of the second option you present is way more exciting-sounding than the first, which just sounds like another Renaissance pirate drama rehash. Blah.

Message 4605#45778

Previous & subsequent topics...
...started by Shreyas Sampat
...in which Shreyas Sampat participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 3:49pm, Jack Spencer Jr wrote:
RE: Genre / roleplayability etc. (an example)

I find it funny that selected Jesuit missionaries in example B since I believe one of the more frequent posters here is a Jesuit. Not that I think any offense is meant on your part. I just find it odd. (And no offense is meant if I am remembering his religion incorrectly)

What seems to be bogging you down, Thierry, is confusing what would make a good RPG session in play and what would make a marketable product that is likely to sell or at least break even. From the angle of what would make a good game to play, both A and B are both potentially good ideas. If a particular game group is as jazzed up about playing missionaries as they are about playing knights (if more more jazzed about playing the missionaries) then why not? Who are we to judge what a group finds is fun to play? However, if theres are poducts you are planning to sell, well, market trends and all that other rot aside, it certainly seems like idea A has more market potential. (Although it could be argued that idea B may have better potential because there simply are not a many missionary RPGs out there)

This is, I think, where you're getting stuck or why you point is not coming across very well. A group could play Nonsense the RPG, a game were sense or rational though are check at the door and to an observer, it appears that the players are merely shouting random words and sounds, and it would still be a roleplayable game (albeit a silly example). But, would it sell? Even as a free download, would anyone download it? and after downloading, read it? and after reading, play it? Pretty much any concept is roleplayable and no idea is better than one from another. It is only from a distribution angle that one is more likely to be played by others than another.

Message 4605#45780

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 4:07pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

Jack Spencer Jr wrote: I find it funny that selected Jesuit missionaries in example B


It's more or less an historical example (St Francis Xavier in Japan).

Jack Spencer Jr wrote: What seems to be bogging you down, Thierry, is confusing what would make a good RPG session in play and what would make a marketable product that is likely to sell or at least break even. From the angle of what would make a good game to play, both A and B are both potentially good ideas.


No, actually, I'm talking also about the play angle. I have no illusion about the market value of either A) or B) (if historical rpgs were money-making we would already have seen many of them on more popular periods).

Message 4605#45782

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 4:10pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

four willows weeping wrote: with a good system behind it, the strangers-in-a-strange land kind of feel of the second option you present is way more exciting-sounding than the first, which just sounds like another Renaissance pirate drama rehash


I share that sentiment, but I doubt it is possible to find "a good system" to represent that kind of story (this is in fact my point).

But I'd happy to be proven wrong and to find someday Ad Majorem Dei Gloriam ! in my local store.

Message 4605#45783

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 4:30pm, Matt Wilson wrote:
RE: Genre / roleplayability etc. (an example)

I share that sentiment, but I doubt it is possible to find "a good system" to represent that kind of story (this is in fact my point).


Thierry,

What would such a system need in order to represent that kind of story? I think there are a bunch of systems that would work fine for option B, so I'm wondering why you think not.

Message 4605#45786

Previous & subsequent topics...
...started by Matt Wilson
...in which Matt Wilson participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 4:53pm, Fabrice G. wrote:
RE: Genre / roleplayability etc. (an example)

Hi Thierry, welcome on board !

Thierry wrote: ...what subjects/genre/styles are appropriate for rpgs.


I think that you need to define what you're meaning by these terms, because each can hold a variety of significations. And even that might not suffice.
Also, I think it would be nice to distinguish playability from enjoyableness. So is your question about the possibility to play such games or the fact that one might be more fun than the other ?

Waiting for your answers, I'll take a look at what we have so far.

About your exemples, why do you think that A would be better received than B ?
If you're looking toward playability and not the market angle, whereas genre A appeals more to the action, excitement and adventurous feel of gaiming ;genre B appeals more to the intrigue, political, and "discovery" side of the gaiming experience. It will still remains a matter of taste and personnal preference.
If that's what you're talking about, sure, there's a huge differance between the two setting as the playing expectations/experience seems wholly different.

I still fail to understand why genre/style X would be better suited to rpg than genre/style Y.

(I don't include subject because I think that's not a matter of an adaptation to rpg, but more of a group's interest business)

For the sake of exemple, one could argue that an epistolary rpg isn't an rpg at all. Then, how do we consider De Profundis ? We're back to the what is/isn't a rpg ?question.

My point here is that, even if rpg doesn't seems to be the most appropriate medium to render a particular genre/style/subject, it doesn't mean that 1) it's not feasible, 2) it's not a good idea and 3) it won't be a great game.

To sum up, I think you're encountering two problem here:
1- the lack of a consise definition of the terminology you're using
2- the fact that there are on these boards many people who refuse to discard "genre/style/..." because they seem hard or impossible to adapt to the rpg medium *

* here I think of the Pool by James West, Universalis by Mike Holmes and Ralph Mazza, De Profundis, Baron Munchausen, ...among many others.

Take care,

Fabrice.

Message 4605#45788

Previous & subsequent topics...
...started by Fabrice G.
...in which Fabrice G. participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 4:54pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

itsmrwilson wrote: I think there are a bunch of systems that would work fine for option B, so I'm wondering why you think not.


Well, that's the crux of the matter.

There are several things that make it unsuitable in my opinion:

* most of the dynamics are "internal". A conversion to catholicism is not something you play with a persuade roll (or several) if you want to do the subject justice. So either it's GM fiat (and you'd need lots of GM advice anyway), or you have to think of a mechanic to represent people's beliefs

* the dramas unfolds slowly and continuously. Instead of short bursts of fighting scenes, you'd have things that take weeks or months to solve in game-time

* the players influence the action indirectly, and there's not much that they can do as a group.

(all of this could probably be summed up as: no combat)

Message 4605#45790

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 4:59pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

Fabrice G. wrote:
To sum up, I think you're encountering two problem here:
1- the lack of a consise definition of the terminology you're using


Agreed, and as you can see I'm still struggling with definitions.


2- the fact that there are on these boards many people who refuse to discard "genre/style/..." because they seem hard or impossible to adapt to the rpg medium *


Which is why I'm posting here, in fact. I hope to be proven wrong.

Message 4605#45791

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 5:18pm, Jack Spencer Jr wrote:
RE: Genre / roleplayability etc. (an example)

Thierry Michel wrote: ... I doubt it is possible to find "a good system" to represent that kind of story [example B](this is in fact my point).

Aha! OK, Now I understand what you are saying. Armed with this newfound understanding, I can say that a practical system (jettisoning the word "good" which is a hollow value judgement word) is not only possible but also quite likely. In fact, there may even be few games already available that do just that. And if there aren't, I am certain that you could. That's right, *you could.* You had said that you would like to be proven wrong, why not prove yourself wrong? It's lots of fun doing that, let me tell you.

Message 4605#45797

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 5:29pm, Shreyas Sampat wrote:
RE: Genre / roleplayability etc. (an example)

*chimes in with Jack*
I think there's an important thing that needs to be made clear in the second situation: the characters are important. You stated when you proposed the idea that characters would "convert the heathens or become martyrs". Okay. So the game isn't about what people believe at all, it's about what the characters do to serve God.

As for pacing issues, I believe that this can be solved simply through intelligent play. You can make cuts like, "For several months your talks with the Mandarin of Qiang Si make no progress." You can have climactic debate scenes or high-tension diplomacy with a veneer of civillity over lots of raised hackles and bared teeth. There's no reason for the players to influence the action indirectly. After all, the important action isn't really going on in China after all. It's going on in the missionaries' heads.

I feel as if you're making some fallacy (in this specific instance)like "combat=protagonism because (theoretically) it's fast, tense, and its results are immediately obvious." Heck, anything can work like that.

Message 4605#45799

Previous & subsequent topics...
...started by Shreyas Sampat
...in which Shreyas Sampat participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 5:30pm, Jack Spencer Jr wrote:
RE: Genre / roleplayability etc. (an example)

Thierry Michel wrote: (all of this could probably be summed up as: no combat)

This, it seems, is the hurdle you need to pass here. Do not equate the presence of physical conflict with a concepts's roleplayability.

This may sound a lot more condescending than I mean. I appologize for that. It's just that I, and several others here I'd imagine, had already crossed this particular hurdle in RPG theory-- the necessity of combat. It is way too easy to talk down to those who are at where you used to be. Sad, but true.

But, let me just say that it is very possible to have an RPG that is playable and workable and fun and it does not have a chapter label III. Combat (always seems to be chapter II or IV. Don't ask me why) Are you familiar with the games Fabrice listed at all? If not check them out and then ask yourself the questions you have been asking here.

Message 4605#45801

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/17/2002 at 7:03pm, Cassidy wrote:
RE: Genre / roleplayability etc. (an example)

Hi Thierry,

Thierry Michel wrote:
itsmrwilson wrote: I think there are a bunch of systems that would work fine for option B, so I'm wondering why you think not.


Well, that's the crux of the matter.

There are several things that make it unsuitable in my opinion:

* most of the dynamics are "internal". A conversion to catholicism is not something you play with a persuade roll (or several) if you want to do the subject justice. So either it's GM fiat (and you'd need lots of GM advice anyway), or you have to think of a mechanic to represent people's beliefs


Just think of one. Off the top of my head you could possibly use a trait like Faith to denote a characters devotion to God, Superstition to denote the belief system of NPCs who are heathen non-believers. Application of in-game mechanics would need to be worked out - but it's not impossible. In fact something like Faith could be the most crucial trait in-play and could be used in any number of circumstances.


Thierry Michel wrote: * the dramas unfolds slowly and continuously. Instead of short bursts of fighting scenes, you'd have things that take weeks or months to solve in game-time


Just pace the game as appropriate, skip things along as and when it seems right or necessary. A whole month can pass in just one sentence, nothing wrong with that.

Thierry Michel wrote:
* the players influence the action indirectly, and there's not much that they can do as a group.


I don't see why you think players can only influence the action indirectly or do much as a group.

If there are elements in the game that protagonize the characters and are of interest to the players then directly influencing events in the game is virtually assured.

If those elements aren't immediately obvious or you think that they won't appeal to your players then yes you will struggle (anyone would) to create an enjoyable role-playing experience whatever the premise.

Sparked by your ideas I can easily envisage say a group of Vatican sponsored Inquisitors roaming around Europe causing merry hell, furthering the cause of the Church and putting the fear of God into anyone that stands in their way. I can think of lots of non-combat conflicts that could arise.


Thierry Michel wrote:
(all of this could probably be summed up as: no combat)


Instead of fighting scenes there are numerous other avenues the players can explore as a source of dramatic conflict.

Combat is just one type of conflict. Admittedly it is perhaps the most common type of conflict you will find in traditional RPGs but it is by no means the only one.

If combat is under-emphasized or even absent from your game then you need to have some other way of creating dramatic conflict as a way of engaging the players interest.

For me, if I'm playing an RPG that doesn't promote some kind of interesting conflict and encourage me to resolve that conflict through role-play then I'm unlikely to enjoy the game. I'd come away from the game feeling that "I really hadn't done anything.". I've played in games like that as I'm sure many players have. It's pretty boring.

Combat is great though. I like combat. A life-and-death combat scene is a great way of creating a sense of engagement among players.

It's not the only way of doing that though.

Message 4605#45806

Previous & subsequent topics...
...started by Cassidy
...in which Cassidy participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/17/2002




On 12/18/2002 at 3:46am, Michael S. Miller wrote:
RE: Genre / roleplayability etc. (an example)

I think you should also add a slightly-tweaked Paladin to the list of games that could handle the Jesuit missionaries setting proposed.

Make the Active and Passive Flesh traits into Active and Passive Persuasive traits (how do you convince others? How do you reinforce your own beliefs?) and make the Social trait into a single-word Flesh trait (how does your body bare your soul on its way to the grave?) Then, re-envision combat scenes as debates, persuasions, manipulations and evagelical tirades (as four willows suggested) and you're set.

Or maybe I'm just tired....

Message 4605#45869

Previous & subsequent topics...
...started by Michael S. Miller
...in which Michael S. Miller participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 4:09am, Mark Johnson wrote:
RE: Genre / roleplayability etc. (an example)

wish fulfillment

NOUN: 1. Gratification of a desire. 2. In psychoanalytic theory, the satisfaction of a desire, need, or impulse through a dream, fantasy, or other exercise of the imagination.

The American Heritage® Dictionary of the English Language: Fourth Edition. 2000

I find the mediterranean setting better than I like the Chineese setting simply because I would rather be a pirate than a a jesuit priest. When I play a role playing game, I want to play a role that I find attractive, heroic, noble or simply more capable than I am. Action-adventure movies are popular because we want to be those people. The combat in RPGs is like the combat in action films, it demonstrates the qualities in the heroes that we find attractive (style, cool, tenaticity, mastery.) Films like A Beautiful Mind might be compelling to some, but I would rather be James Bond than John Nash anyday.

Thanks,
Mark

Message 4605#45871

Previous & subsequent topics...
...started by Mark Johnson
...in which Mark Johnson participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 5:17am, Jack Spencer Jr wrote:
RE: Genre / roleplayability etc. (an example)

I get what you're saying, Mark, just so long as we understand that it's what you want, but not necessarily what everybody wants, OK?

Message 4605#45881

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 11:06am, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

Thanks for the answers. I'm afraid I can't quote everyone, so I'll try to summarize my reactions.

I know the Hogshead games cited, but not the others (Ill check them out). I was also thinking of Hero Wars and its generic mechanics.

By combat, I do not mean necessarily physical combat. In Hero Wars, for instance, everything is combat-like (with the generic tug-o-war mechanics). So you could say I'm half-way past the "combat stage". I agree that some games can handle non-combat-like situations, but I'm not sure they should.

To continue the example, the "Jesuits in China rpg" would be about putting the fear of God in heathens or climatic debates scenes. But the historical Jesuits in China issues (as far as I remember) were somewhat different: the great tension was between means and ends. The Jesuits tried to make the religion compatible with the Chinese customs and beliefs - with the risk of straying from doctrine. With no army to back them, they had to tread carefully with the authorities (and if memory serves well, they failed). More generally, they were criticized for their worldliness and propensity to mingle in secular concerns (to further the cause of the church, naturally). The central tension should be between blending in society by watering down faith (and losing your soul), or hold to your orthodoxy and fail to make any progress towards your conversion goal. A bit too heavy (or "serious"), for a rpg to tackle, and not that spectacular either.

A rpg adaptation will necessarily slant things towards a "cinematic" outlook, because it's what rpgs do best. If so, why try to tackle genres that the medium is not the best suited for ?

[if I sound a bit dogmatic, it's just because I'm thining out loud, not because my opinions are set in stone]

Message 4605#45900

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 3:17pm, Michael S. Miller wrote:
RE: Genre / roleplayability etc. (an example)

Thierry Michel wrote: The central tension should be between blending in society by watering down faith (and losing your soul), or hold to your orthodoxy and fail to make any progress towards your conversion goal.


<<ears perk up>> Did you say "losing your soul?" Does this sound like a Sorcerer mini-supplement in the making or what? Humanity would be Faith. Demon powers would have to be expanded to include lots of influence over people, providing "worldly" benefits to would-be converts, but Needs ... well, they pave the path to hell.

Just a thought...

Message 4605#45915

Previous & subsequent topics...
...started by Michael S. Miller
...in which Michael S. Miller participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 4:24pm, Jack Spencer Jr wrote:
RE: Genre / roleplayability etc. (an example)

Thierry Michel wrote: A rpg adaptation will necessarily slant things towards a "cinematic" outlook, because it's what rpgs do best. If so, why try to tackle genres that the medium is not the best suited for ?

Because, as you yourself admit, this is an opinion and not a fact. By this same line of reasoning, movies should stick to "cinematic" subject matter, but not all movies are action flicks, are they? A medium need not stick to what it does best because "best" is a value judgement, someone's opinion, not a fact.

I am not sure of what you're trying to say now nor do I think that it will be "solved" in this thread anymore. I mean, it sounded like you said "RPGs can only do this kind of thing, right?" Several said "No" and from there it has become pointless. How about a different approach? What you seem to be doing here is placing a limit on RPGs as a medium (to what end? I am sure you have your reasons) How about instead of limiting RPGs how about we press those limits and see what we can make RPGs do that they haven't done before? How about instead of saying RPGs can do this or that RPGs shouldn't do this, how about finding a way that they can? I would much rather press the limits than define them and then guard that border.

Message 4605#45928

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 4:57pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

Jack Spencer Jr wrote: A medium need not stick to what it does best because "best" is a value judgement, someone's opinion, not a fact


Well, yes and no.
...
I mean, it sounded like you said "RPGs can only do this kind of thing, right?" Several said "No" and from there it has become pointless.


Well, not totally (for me). I learned that most of you consider that the current limits of rpgs are self-imposed and are genre convention rather than technical limitations. A fair summary ?

Message 4605#45932

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 5:03pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

Michael S. Miller wrote: Did you say "losing your soul?" Does this sound like a Sorcerer mini-supplement in the making or what? Humanity would be Faith. Demon powers would have to be expanded to include lots of influence over people, providing "worldly" benefits to would-be converts, but Needs ... well, they pave the path to hell.


I was speaking figuratively, but why not ?

Loss of faith would mean that your character is burned-out, and no longer belongs to the Church. The demons, well, they could represent the Tools available rather than actual creatures.

But I'm not familiar (eh !) with Sorcerer enough to know if that kind of thing is doable.

Message 4605#45934

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 6:21pm, Fabrice G. wrote:
RE: Genre / roleplayability etc. (an example)

Hi Thierry,

Let see ...

Thierry wrote: I learned that most of you consider that the current limits of rpgs are self-imposed and are genre convention rather than technical limitations.


I almost agree with you, but there's still that genre word that bug me. I think that your sumary would be fairly nice if we take that loaded word out of it.

Thierry wrote: By combat, I do not mean necessarily physical combat.


I think that we should then refer to conflict.
You mention Hero Wars as resolving everything as if it was combat, it might be because you assimilate combat and conflict. In fact, conflict is much broader than combat alone.
In your "Jesuits in China" exemple, I can imagine a lot of conflicts. Internal as you described it (lose your faith and convert more people/stay true to it and fail in your mission) as well as external ones (centered around the conflictual interests of the catholic chuch and those of the local government/institution/...). So, IMO, your game could be very "conflict-loaded", thus becoming much more captivating.

Thierry wrote: A rpg adaptation will necessarily slant things towards a "cinematic" outlook, because it's what rpgs do best.


Again, I don't think that it's necessary at all. It could be a design joice, but it's not the only one.
e.g. : you want to design a rpg set before the french revolution, and have an atmosphère of intrigue and conspiracy. You can certainly go the cinematic way and model it like Brotherhood of the wolf or you could go for another style and model it after the dangerous liaisons or the name of the rose (not the same period but quite the right mood). It won't be the same game, but each can be very enjoyable in its own way.

In the end, I think that I'll go with Jack in that if you keep yourself centered about the best adaptation a rpg can give, we won't be able to come to a viable conclusion because it's a matter of personal preference and taste. It's not debatable or seriously arguable.

So I think you should reverse the process and state a genre/style that interest you and try to design a game that promote it. This way we could see how and if it is doable.

Take care,

Fabrice.

Ps: I don't know about your gaming history, but you should try those games I mentioned, as they clearly diverge from the way traditional rpg are designed and played.
pps: I agree that your idea could make a great Sorcerer campain if not a mini-sup. :)

[edited to correct the english name of "Le pacte des loups" :)]

Message 4605#45940

Previous & subsequent topics...
...started by Fabrice G.
...in which Fabrice G. participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/18/2002 at 6:37pm, Thierry Michel wrote:
RE: Genre / roleplayability etc. (an example)

Fabrice G. wrote:
I almost agree with you, but there's still that genre word that bug me. I think that your sumary would be fairly nice if we take that loaded word out of it.


Sure, what I really meant was "art convention" but I was afraid to sound a bit pompous when talking about games.

Message 4605#45942

Previous & subsequent topics...
...started by Thierry Michel
...in which Thierry Michel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/18/2002




On 12/19/2002 at 4:19pm, Jack Spencer Jr wrote:
RE: Genre / roleplayability etc. (an example)

Thierry Michel wrote: I learned that most of you consider that the current limits of rpgs are self-imposed and are genre convention rather than technical limitations. A fair summary ?

The words "darn tootin'" spring to mind. In a sense at any rate. A great deal of how people think about RPG is based on what has gone before. And I am not innocent of this, either. For years I labored under such ridiculous asumptions that an RPG *must be* set in a fantasy world based on Tolkien, that weapons *must* do different dice-types in damage, that combat *must be handled with a d20 and that rolling "20" means double damage. That sort of thing. These are all obviously false (and quite obviously derived from D&D, right?) It only stands to reason then that if these assumptions about RPGs have proved to be false, then any other assumption about RPGs which state that an RPG *must* be anything is probably false, too.

I mean consider, in an RPG, every player takes the part of a single character, right? a PC. The PC's are together in a group and they go through an adventure set up by the GM, right? Well every one of these things has been countered by the game Universalis, and that is just one example.

Isn't this sort of thing refered to as thinking outside of the box? I never really understood it before.

Message 4605#46070

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 12/19/2002