DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
Seen a few posts on blogs lately rallying against keeping the "roleplaying" in their "tabletop roleplaying games"... people touting a more "pure" form of Fantasy/Classic Adventure Game that apparently doesn't include making decisions in-character. They claim a "proper" game of D&D can't be played so long as people are focused on an ongoing narrative and seeking exciting situations, as if story-driven narrative and emergent, dynamic gameplay somehow can't coexist.
As an example of the mindset, summed up nicely per JB's blog (who pulls heavily from EOTB's blog as source):
"We are here to play a game of fantasy adventure; we are not here to play-act, explore alternate personalities, or craft delightful narratives...all things the "role-playing" term has come to represent. "
I think it should be obvious by now that I disagree with this stance, if at the very least because it grossly misrepresents modern gameplay as being just a bunch of folk play-acting and preening over little fictional Mary-Sue characters.
JB, EOTB, my dudes... surely you realize those things are not mutually exclusive, no? You can fight a troll with fire AND do it as part of a delightful narrative. One does not exclude the other.
Where the heck did all this come from? Since when does the inclusion of roleplaying suddenly make any version of D&D beyond AD&D "not a game?" I'm pretty dang sure I'm still "playing a game" when I set up at the table with six other folk who use silly voices and make all the choices a Wizard in a fake fantasy world would make. We still kick in doors and tip-toe past sleeping dragons; we just do it with an accent and some background music.
If the issue is focus at the table (i.e. your players are getting too into the roleplaying part), then the solution is clear expectations and topic-wrangling, not "let's condemn an entire style of play because I don't jive with it". Baby stays with the bathwater, boys.
A lot of the criticism seems to take aim at the idea that RP-heavy games can't be sustained if they involve too much worldbuilding and scenario creation... like, what? Tell that the the RP-heavy games I've kept going for *years* (look at that - no endpoint in mind)! Are you sure the problem is the system paradigm, and not the idea that maybe - just maybe - you might lack certain skills to be an effective modern DM? No.... it's the children who are wrong...
The word "fantasy" literally means using imagination and playing pretend - are you sure you guys aren't just looking to play a game of Talisman or HeroQuest, where your character is a little cardboard standee, and all that matters are the numbers you roll and the loot trinkets you find? Because it sure as heck sounds like some of you folk would be happier with a board game.... just sayin'.
This restrictive, gate-keepy compartmentalization is exactly why the OSR died, you guys. People keep trying to fracture something that's unified by inventing more and more restrictive definitions, until nobody wants to interact with any facet that isn't exactly the same as their own. What is even the purpose of delineating between either set of game archetypes, other than driving wedges between play groups?
As an example of the mindset, summed up nicely per JB's blog (who pulls heavily from EOTB's blog as source):
"We are here to play a game of fantasy adventure; we are not here to play-act, explore alternate personalities, or craft delightful narratives...all things the "role-playing" term has come to represent. "
I think it should be obvious by now that I disagree with this stance, if at the very least because it grossly misrepresents modern gameplay as being just a bunch of folk play-acting and preening over little fictional Mary-Sue characters.
JB, EOTB, my dudes... surely you realize those things are not mutually exclusive, no? You can fight a troll with fire AND do it as part of a delightful narrative. One does not exclude the other.
Where the heck did all this come from? Since when does the inclusion of roleplaying suddenly make any version of D&D beyond AD&D "not a game?" I'm pretty dang sure I'm still "playing a game" when I set up at the table with six other folk who use silly voices and make all the choices a Wizard in a fake fantasy world would make. We still kick in doors and tip-toe past sleeping dragons; we just do it with an accent and some background music.
If the issue is focus at the table (i.e. your players are getting too into the roleplaying part), then the solution is clear expectations and topic-wrangling, not "let's condemn an entire style of play because I don't jive with it". Baby stays with the bathwater, boys.
A lot of the criticism seems to take aim at the idea that RP-heavy games can't be sustained if they involve too much worldbuilding and scenario creation... like, what? Tell that the the RP-heavy games I've kept going for *years* (look at that - no endpoint in mind)! Are you sure the problem is the system paradigm, and not the idea that maybe - just maybe - you might lack certain skills to be an effective modern DM? No.... it's the children who are wrong...
The word "fantasy" literally means using imagination and playing pretend - are you sure you guys aren't just looking to play a game of Talisman or HeroQuest, where your character is a little cardboard standee, and all that matters are the numbers you roll and the loot trinkets you find? Because it sure as heck sounds like some of you folk would be happier with a board game.... just sayin'.
This restrictive, gate-keepy compartmentalization is exactly why the OSR died, you guys. People keep trying to fracture something that's unified by inventing more and more restrictive definitions, until nobody wants to interact with any facet that isn't exactly the same as their own. What is even the purpose of delineating between either set of game archetypes, other than driving wedges between play groups?