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Posted on Thursday, April 2nd, 2009 at 3:11 pm. About DnD, Rant, Smite.

No RPG Revolution Yet

Rant– – – Here’s a brief little outburst on an unrelated subject to break up the monotony of all my history lessons – – –

We are still awaiting the RPG revolution. At least, I am. Here’s my argument:

I think of all the original RPGs, including all pre-3.0 D&D, as spiritual equivalents of the old-time Avalon- Hill board games: big, wieldy, hard to manage, or learn, much less play in a realistic time span; often more work than fun unless you were a certain brand of snob. The hallmark of this kinship is a proliferation of arbitrary and unconnected rule systems for all the various different aspects of play. Compare AD&D and Advanced Civilization and you’ll see what I mean. But all these original RPGs fit the bill. Sure, there was variety in theme and particular bits and pieces, but with 20–year hindsight, they’re all pretty well the same thing.

Next, 3.0/d20 started a move in a new direction, one that has been much more fully realized in 4ED. And that is, a spiritual equivalence to Magic: the Gathering. On the plus side: a sweeping connectness and inclusivity in the rules systems, a choir of flowchart boxes singing a sweet, seductive, symphony in unison. On the minus side: endless expansionism; a capitulation of handing everything over to “the rules” and reserving little to the imagination; a requirement of fanboy commitment to stay abreast of the latest product; a visible bias toward style and flash over substance.

So there’s an obvious spiritual equivalent that we haven’t seen yet, and that is: RPG as per Euro Board Game. To me, this means multiple things… A reductionist bent to strip out complexity that doesn’t pull its weight… A striving for mechanics that are elegant and intuitive rather than comprehensive… a better “session” mentality that allows a GM to create and referee satisfying and entertaining tactical encounters in the context of a larger, rules-light campaign narrative. Probably a nice set of game components to use, too, and possibly build up a set of across expansions of various themes.

When Settlers of Catan came out circa 1995, on one hand it felt like something totally new and amazing, while on the other hand it had its definite set of precursor games that you could point to. A quiver full of well-intended arrows had fallen haphazardly close to the mark, then Settlers nailed it, and in so doing it basically opened up a whole new world.

Nowadays, when I look around the RPG landscape, I’m not seeing the same telltale arrow falls that point to a coming RPG revolution. Perhaps I simply don’t know what to look for – again. Or maybe the arrows aren’t falling at all – has the spirit of innovation waned so?

A few weeks ago I fumbled in an attempt to explain to my gamer friends what I thought the Euro Board Game styled RPG would be and play like. I’m not sure I could even create it myself, but I’m pretty sure I would know it if I saw it.

Here’s one perspective…

The group gathers to play – each “game” of this RPG basically equals one tactical encounter, which plays out in 30–60 minutes, after which “points” are doled out and maybe spent. The game can be easily “packed/unpacked” between any encounter as a stopping point – it has to have a minimum of material to setup, and not much data to track from session to session. You could play for an hour or four.

The GM manages a narrative campaign that is largely rules-free; alternately there is some sort of “stock” campaign game mechanism that can be employed to produce a generic but fun progression of encounters. In fact the “stock” campaign mechanism is likely the default, but it’s devised in such a way that the GM with a particular story to tell can easily tinker with its ebb and flow.

Tactical encounters are set up to be meaningful to the story and not dungeon grinds. There’s a setup that carries in from the narrative that informs the players of possible choices and tactics. The GM stages these encounters with a minimal amount of pre-game setup, in order to be responsive to the unfolding story. The mechanism of the system contain a magical genius that produces varied and challenging encounters, once again with good handles for an active GM to grab and tinker around with.

Anyone have a sighting on such a beast?

 

9 responses to 'No RPG Revolution Yet'.

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  1. d21 Gaming » RPG Revolution – Example - Posted on April 7th, 2009 at 10:07 am.
  1. 1 PatrickWR
    Posted on April 2nd, 2009 at 4:20 pm. About 'No RPG Revolution Yet'.

    Yep, it’s called “3:16 – Carnage Amongst the Stars.” It’s an indie sci-fi rpg I demoed at Gencon last year. Darling of a game. You basically play Starship Troopers marines slaughtering bugs on planets around the galaxy. It plays very tactically, but there’s ample time for roleplaying out exploration or negotiation or whatever. But when it comes time to sling dice and kill stuff, the system tightens up considerably and leaves you with a limited number of options, which is definitely a selling point of the game.

    I reviewed it on my blog last summer.

  2. 2 Syrsuro
    Posted on April 2nd, 2009 at 6:40 pm. About 'No RPG Revolution Yet'.

    I’m not entirely sure I agree with your starting assumptions.

    The original wargames, like the original D&D game, were not “big, wieldy, hard to manage, or learn, much less play in a realistic time span”. Rather, the later versions of those game became such. The trend from OD&D, through AD&D up to 3.x was to make the game bigger, more unwieldy, harder to manage and much harder to learn. As such, rather than seeing 3.x represent a new trend, I see it as the culmination of the old trend (with 4E representing a tiny step back in the right direction).

    If either hobby (RPGs or wargames) is going to attract new players, it does need a new approach, one designed to attract new players – not just to appeal to the jaded tastes of those already in the hobby. And, as the German Board game ‘invasion’ shows, shorter, easier to learn (and yet ‘deep’) games are one way to do that. The problem is that most major designers do not acknowledge this and see this introductory market as a secondary at best.

    Perhaps Indy games are the answer. Perhaps the ‘old school revival’ is the answer. But whatever the answer is, I think it’s clear it won’t come from an established publisher (e.g WoTC) – they have too much tied up in trying to hang on to their current market.

    As for what that ‘modern’ fantasy RPG might entail, I think that -if you are going to have your short (one hour) game sessions if the game is going to actually be a roleplaying game – one part of the game design is going to have to be highly abstracted combat resolution (and a consequent de-emphasis on combat in general). And in the process you will alienate the majority of the current D&D players (which, again, is why this game will never come from an established publisher).

    In short – it will be an RPG for non-RPG players.

    Carl

  3. 3 MetalJim
    Posted on April 2nd, 2009 at 10:21 pm. About 'No RPG Revolution Yet'.

    Don’t forget that the Eurogamer folks have already tried to bleed over into RPGs from their end. Two good examples are games called Runebound and Descent. These are still much closer to board games than RPGs, and come with hefty price tags, especially once you start buying expansions.

    One could make a strong argument that it’s not really an RPG unless there’s enough weight and depth in the system to make it worthwhile to play the same character for more than 1 session.

  4. 4 Smite
    Posted on April 3rd, 2009 at 3:50 pm. About 'No RPG Revolution Yet'.

    Yeah, imagining something that plays more like a board game, but in which you do have characters that persist and advance and move forward from session to session, scenario to scenario. In essence it would be two games in one – a campaign game that has your party traveling places and setting up a next adventure as a chain of encounters, and then the tactical game that resolves the stack of scenarios that have been added to the potential mix from the campaign game. In the campaign game you use certain skills and abilities and mechanics to try and influence the flow of the upcoming chain of tactical sessions in a direction that favors your group’s tactical strengths.

  5. 5 KarasDjun
    Posted on April 3rd, 2009 at 4:57 pm. About 'No RPG Revolution Yet'.

    Sounds a lot like World of Warcraft really…. I knew that digital crack was too good and I tried it anyway. C’est la vie!

  6. 6 Ghost
    Posted on April 17th, 2009 at 5:29 pm. About 'No RPG Revolution Yet'.

    While I agree that there is a potential for a great RPG revolution brewing out there, I think I should come from a different direction. There are many mentions of the word “tactical” on this page, and with 4e, wizards obviously went with a strong focus on the tactical element of the game. Like they just wrapped a mediocre storytelling system around the D&D minis boardgame. Now I like D&D minis, as a boardgame. I’ve introduced it to people as “It’s like a multiplayer chess with cooler pieces” and that’s gone over very well. But I recently played through a 3.5 campaign with an outstanding GM that refused to use minis or a battle mat or anything. The result was a game that allowed for a little more fudging from both the players and the GM. But it was ok, because the focus was on greating memorable epic moments in a story with memorable characters. It was an outstanding gaming experience and when I talk about it with friends (both RPGers and non-RPGers alike) they are all jealous of this great experience and they all want something like it.

    So in my opinion, the great RPG revolution isn’t going to come from some kind of easy-setup tactical boardgame. It’s going to come from some kind of gaming system that allows the players to create exactly personality and abilities that they want, in a setting that they think is cool at the moment, and do exactly the types of things they want to do. So if my companion trips in combat in front of my half-troll monk, and I say that I want to wall-run (ala Prince of Persia) past him, then leap off the wall and execute a flying grapple with X monster, the game system should have the flexibility to do that. And if the players want to do it in an ancient dungeon, or Hogwarts, or the Playboy Mansion, it should all be possible.

    So I see the game as something with a very loose framework that addressed abilities, skills, health and resistances… and then a ton of tools to help the GM’s think on their feet effectively.

    The way I see it, the computer RPG’s can and will dominate the pen-and-paper stuff when it comes to strict rules, tactical descision-making, state trees, and all that garbage. And if the PnP RPGs try to compete on that level, it will just lead to ruin. But the CRPGs will never be able to compete with the flexibility of a human game master. So exploiting that competitive advantage is the key to the success for the PnP scene. …just my humble opinion….

  7. 7 Aeryk
    Posted on June 2nd, 2009 at 4:13 am. About 'No RPG Revolution Yet'.

    Have you looked at Games Workshop’s alternative game lines? Inquisitor or Necromunda might satisfy some of what you’re looking for. Necromunda in particular is a fairly simple game that seems to fit your criteria and the rules are free to download. Mordheim is the same system set in the world of Warhammer Fantasy. Mind you, in the standard rules each player controls a party but it wouldn’t be too hard to adjust that so each player is one character on the board.

    In modern RPGs I see two general trends: the first is like D&D at the extreme end Hero where the whole game is an exercise in bookkeeping and stat tracking. The other is more like the White Wolf Storyteller system and at the extreme end Risus; signified by a lack of focus on stats and numbers and more emphasis on role-playing. Both have merits and both have advocates, but its largely a matter of personal preference. What you’re describing sounds a bit like a hybrid, with a solid core and some bookkeeping during the tactical bits, but a candy-coated system for everything not related to combat. Couldn’t you just take 4E and play the fights, but only short quick discussion about the rest?

  8. 8 Happy Fun Ball
    Posted on June 24th, 2009 at 3:00 pm. About 'No RPG Revolution Yet'.

    A couple of things – Statistic-lite games like Spirit of the Century or Over the Edge are more newbie-accessible. White-Wolf pared down their combat system for the New World of Darkness. Exalted may be complicated (especially 2nd Ed.), but it rewards player inventiveness -just in describing their own actions- with mechanical bonuses and limited narrative editing power. And Nobilis (my current favorite) eschews dice for resource management, and encourages out-thinking your opponent to out-hitting him (and the mechanics of the game support that strategy), even though it can be quite a mind-bender. In short, looking outside WoTC stuff, especially at the respected indie games of the last decade, will bring you pretty close to the game you’re striving for. And if you can’t find it, my man, just write it up yourself! Go for it!

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