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"What's a roleplaying game?"

Submitted by tbone on Sun, 2007-08-12 23:41.
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"What's a role-playing game?"

Who among us hasn't responded to that question by the uninitiated, or enjoyed a good reply put forth by other gamers?

Actually, I don't know how many versions of the latter I've heard or read. "An RPG is a form of collaborative storytelling... " "It's a kind of play-acting..." "Remember back when you played Cowboys and Indians..."

And so on – a hundred ways to start out explaining. RPGing is nothing overly complex, as we know, but it is one of those things that's easy to demonstrate in person, hard to describe otherwise. (My gaming group started its RPG career playing D&D profoundly wrong, as the text's "how to RPG" instructions just didn't work for us.)

I forget what spurred this topic – it was probably some comment on a gaming forum – but I'll add my take here on what a role-playing game is, simply because I don't think I've ever written it down. It's nothing special in the least, and for all I know, has been used almost verbatim by someone(s) long before me. But anyway, just for fun:

A RPG is...

There are two ways that everyone knows of to enjoy a story. A role-playing game is a third way.

The first way to enjoy a story

Create one. Be an author, a filmmaker, even a campfire storyteller (or barstool bard).

The benefits: You're in total control. Less romantic comedy, more transforming monkey 'droids with rocket launchers. 'Nuff said.

The drawbacks: It can be dang hard work, and lonely too, as you struggle through a book or film. Plus, there are no surprises. (Well, many good authors have pointed out the surprises their own plots and characters hold in store – but the lazier thrill of great surprises sprung by another master storyteller, that's what you don't get from yourself.)

The second way to enjoy a story

Listen to one. Read a book, watch a movie, lend an ear.

The benefits: It's easy, and unlike story creation, everyone enjoys it. It's a lot faster than creating a story, there's enough content out there to last you a lifetime of listening, you can partake by yourself or with friends, and perhaps best of all, the good stories always surprise you with character and plot twists.

The drawbacks: You have zero input in how the story develops. That leaves any creative itch unscratched, and you've got to passively take whatever comes your way. Are the plot developments visible from the moon? Does the novel favor insights into personal growth over the insides of exploding zombie pirates? Did one movie expendable just say to the other, "Let's split up and look for the killer"? All you can do is groan.

The third way to enjoy a story

Combine both of the above into something new. In a roleplaying game, each participant but one takes charge of decisions and dialogue, but only for one main character. The remaining player, as GM, gets to take charge of much more – overall background, story, challenges, and all other characters – but not control the main characters.

That's not all of the process, though. Some outcomes, like the results of the dangerous actions characters undertake, are left to the rules and dice, so nobody knows what'll happen for sure.

The benefits: You get to create part of the story, but the other players (and the rules and dice) are there to provide plenty of surprises. It's decidedly social. You can play it quietly, or revel in the hammiest of acting.

The drawbacks: It's not as much work as writing a book, but it's more work than reading one (for the GM, a lot more). While you've got partial control over the story's direction, you may or may not like what other players do with their parts. (Finding the right group solves this.) You may or may not find it easy to get a group together regularly.

And all the forms of storytelling – for good or bad – can be pretty addictive. RPGing most of all, many gamers will swear...

That's all

Like I said, it's nothing you haven't heard (or said) before, but there's the explanation I've used to explain roleplaying. What's your favorite way to explain?

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