Monday 19 October 2020

STARK - Just Role-Playing. v1

 This is some ultra minimalist tabletop roleplaying "rules" I wrote. Rules is in quotation marks because they're anti-rules. A way of playing any game by stripping it to the bone. This post will be updated over time as I make changes. Rules after the jump. They assume basic familiarity with tabletop role-playing games.


Just Role-play.

Wednesday 7 October 2020

Jargon Design

Upfront I'll say I don't want to yuck anyone's yum. If the thing I'm about to rant about is what you enjoy the most from D&D, that's totally cool. I'm genuinely glad it clicked for you and got you in to the game.

So what is cranky old grandpa going to yell at clouds about this time?

I'll call it "Keyword Design", or "Proper Noun Design", or "Jargon Design". Whatever.

Everything you do in the game is A Thing™ that implies a discreet use or mechanic.

Why do I dislike this? Simply put: it sucks me out of the game. Makes me feel like I'm playing a capital G Game no different to Monopoly, or Overwatch.

I [use my Action] to [Perform] [Mighty Nipple Tweak].

None of that is natural description. It' You might as well be playing Magic the Gathering. 

I [tap 3 forests] to [summon] [Taintslap Grundleboar].

If you were introduced to D&D from 3rd to 5th Edition, you could be forgiven for assuming this is what the game is. May I direct you to the first paragraph of this post. 

And I'm not claiming D&D never had game jargon. Nor do I think - for the thousand millionth time - that rules and mechanics are bad and D&D should be entirely improvised.

My definition of "role-play" is pretty broad. It covers everything from decision making to interacting with the imaginary world, to in-character conversation. Basically all the stuff that isn't about rolling dice and adding numbers and rules interactions. Some people hear role-play and assume it's just the character acting part.

"I search the bookcase for any secrets by lifting and pulling on books, flipping through them, running my fingers under the shelves and generally poking and prodding" 

is as much role-play as

"verily good inkeepsm'n! A rounde of ales for the goode folke! [leans in] and a rumour or two about yon abandon-ed castle..."

"does my Passive Perception™ find any secrets?" and "Can I roll Diplomacy™ to get info from the barkeep?" are more game-play than role-play to me.

Accusations that I hate rules are totally false. I spend an embarrassing amount of time homebrewing rules and concocting mechanics. It's literally one of my favourite pastimes. Amongst my gaming groups I'm notorious for hacking, homebrewing and trying out new systems almost constantly.

But for some reason, when I hear players talking about character builds, and engaging with the game primarily through mechanical jargon, my eyes roll in to the back of my head and I go in to a coma. To me that's the most boring aspect of D&D when you're actually playing at the table. And even a boring way to think and converse about playing. One more time: please re-read the first paragraph of this post.

When I'm playing D&D, I want to imagine I'm in this world and interact with it as if it was a real place. The dice come out to simulate and resolve situations that arise from role-play. Role-play first, with the Game as a supporting element.

Jargon design does it the other way around. Game first with Role-Play as support. Like the role-play is there as a contrivance for pitting character builds against mechanically appropriate challenges.

For example, the special Features™ of Backgrounds™ in 5E. Essentially they're just roleplaying advice. Ideas for how the DM™ and Player™ can leverage the Player Character's™ past life for role-play opportunities or in-game benefits. But the way they're written, it's as if it is a mechanic. Just another spell or skill for you to pick off the menu in an applicable situation.

It's a really good idea in theory. A Feature™ could get the imagination flowing, and the DM/Player could start thinking of other ways their past life as a baker could enrich the game. But in practice, due to the framing of it as just another tool in the PC's belt, people apply game logic to it. You don't start thinking about other ways to use your Bakers Guild membership because the WotC™ Approved Official Game Interaction™ is done for you. It says you use your membership to do this specific thing. You didn't have to activate that imagination muscle yourself.

Instead of codifying that interaction, you could just ask yourself "what would a baker do?". Your brain has all it needs to handle the in-game situation already. The information is filed away, ready for instant recall. You know stuff. You have common sense and the ability for deductive reasoning. As does your DM. You have a conversation and say "wouldn't it be cool if there was a secret Baker's handshake that gets me in to the hidden Breadmaker's guild?"

And everyone agrees that is is cool so you decide that it happens. Without dice. Or a rule to say you're allowed or supposed to do that. And you feel clever. And that's fun. You had fun. All on your own! Well done.

The Feature™ idea would be better served as an advice block. A reminder to always be thinking about how to use your Background™, Bonds™, etc in-game for fun and profit. Along with a brief example of one such way.

Acolyte
[Bunch of Proficiencies™ and equipment and all that bollocks]
How to use this in play?
Acolytes could call on their church in times of need (lodging, healing, political favours, and so on). Locals may treat the Acolyte differently based on their relationship with that religion and the other clergy members. The church might also compel the Acolyte to assist with important matters. Climbing the ladder within the organisation might also come with various privileges, but also responsibilities the Acolyte must juggle.


The idea of having your description be resolved with a bespoke mechanic is attractive. But I feel the way it's done takes the "your description" part away. YOU aren't role-playing anymore. WotC's writers are doing it for you.

Sometimes less is more. The more you codify and gamify every aspect of the RPG, the less agency or creativity the players employ. A good role-playing ruleset is there when it's needed, prompts and encourages creativity, then takes a backseat so that it doesn't get in the way. 

Sure, it is satisfying to solve the math problems by applying the right mechanics and tipping the odds in your favour with the most possible bonuses. Some people get a lot of mileage out of that. Make brain feel big. Watch dice go brrrrrrr. I get it.

But, in my experience, the most rewarding and memorable moments are the role-playing ones. Where players talked their way through something without throwing dice or cracking open the rulebook. Those are the ones people reminisce about for years to come. You can end up robbing yourself of those moments the more you mechanise them.

In summary; Rules are good when they assist the playing of the game. They shouldn't be the focus of the game*. 

*In my opinion. For the last fucking time, go read the very first paragraph of this post.