I do not particularly find the
labels of “traditional”, “old school” or “story” as applied to various
roleplaying games useful. My primary complaint with these terms is that they do
not adequately describe any of the features of the game. They are vague terms
mostly aligned with a perceived social situation more than any particular
gameplay mechanics.
I have been criticized in this
opinion by being told that OSR and Storygamers are two different groups of
people and I should be able to tell them apart. Yeah, they are different groups
of people and they will tell you “I’m a storygamer” or “I’m an OSR gamer” just
fine. Most of them are fine and most of the people I know will play games that
are placed in either category. Every once in a while, you’ll get a story gamer
claiming that Dungeons and Dragons and
other older games aren’t really roleplaying games and are just miniature
wargames. On the flip side you’ll get OSR gamers claiming that games like Fate
aren’t real roleplaying games either because they allow players too much
control.
For my part, I see two groups of
people that sit down around a table, make up characters and control that
character’s responses to situations that are laid out by a player referred to
as a Game Master or some other flavorful term. Said GM acts as a referee when
there are questions about the rules and controls the actions of NPCs. To me the
first major difference between a board game and a tabletop roleplaying game is
whether or not the final rules authority lies with the rule book or a GM. When
a player wants to do something the original creators of the game did not
anticipate or create a system for, the GM can decide to house rule it on the
fly where as in a board game you’re stuck without that option for the most
part.
I used to compare the dichotomy
to the absurd idea of a baseball player and a football player each claiming
that the other’s game wasn’t really a sport. This comparison doesn’t track
however because I can at least tell the difference between football and
baseball. I only have a vague sense of what separates story games and OSR
games. In general, I’ve found that it’s a matter of “this is an OSR game
because OSR people say it is an OSR game.” Traditional games are usually older
games, but certain new games will advertise themselves as a traditional
roleplaying game as well, so even that definition fall flat.
Some might point to the limited
race and class options in games like Dungeons
and Dragons, but that doesn’t work as an identifier. Several traditional
games use a point buy system that has no set templates and several more
recent games considered to be innovative, such as Apocalypse World, also use fixed templates. So template-based games
operating on a class/race/level type mechanic aren’t inherently traditional or
non-traditional.
It’s not the use of dice either.
The first diceless games appeared in the very early 90s well before people
started talking about games being traditional or non-traditional. For that
matter, most of the modern games also use dice in one way or another. So,
again, the use of dice does not really tell us whether a game can be called
traditional.
Player influence on the world is often
a category that people assign to more recent games, but again, mechanical
support for players adding to the overall story has been around since the 80s.
It has always been possible for a player to write up a character background and
present it to the GM who could integrate that background to their story. This
had been the suggested practice of TSR for pretty much its entire existence.
Beyond that, games like GURPS or Champions would allow a player to create an
organization or villain in the form of a hunted tied to their character’s back
story. So again, player story influence is another element that exists both in
games considered non-traditional and games considered traditional.
Player agency or control over
rolls is a bit more modern, but the first player resources for influencing
rolls after the fact were introduced in the late 80s and early 90s again.
Modern games make use of this mechanic more heavily than some of the older
games, but it would be wrong to say that it doesn’t exist in traditional games.
So, again, this is not a useful determiner for what is and isn’t a traditional
game.
Fortune-at-the-end and
fortune-in-the-middle are recent terms I’ve run across and I think I can
reasonably say that fortune-in-the-middle is a feature that almost entirely
appears in games frequently labeled as story games, but I can’t make that
determination for sure. In addition, not all story games have this feature and
thus it doesn’t really work as firm determiner either.
As I go down the list of
recognizable features of games, and some few of them are legitimately very
recent additions to the arsenal of available mechanics, it becomes more and
more clear that traditional games are considered traditional games because
people who identify themselves as traditional gamers have decided that they
are, indeed traditional. The same is true for story games. The identifiers of “traditional”,
“OSR” and “story” tend to appear to me more along the ways of short hand
statements that “X group of people generally like this game.” Even then, the problem becomes that "X group of people call themselves X because they like Y and Z games" and so it becomes a case of circular reasoning.
The terms Gamist, Narrative and
Simulationist I did find useful. These are very clear and objective
descriptions of how a game is designed and the sort of personalities that would
enjoy playing them. Unfortunately, these terms are out of favor due to the fact
that the person who originally came up with them took what was a rational set
of three poles and categories that could give a rough idea of the sort of game
a particular title was, and manipulated it in ways meant to prove his personal
biases. This is a parallel to the situation where the Celsius system of temperature
measurement was originally set with water’s freezing point at 100 degrees and
its boiling point at 0 degrees because in this way the man who came up with the
system could easily manipulate arguments to make his personal crackpot theories
seem reasonable. Fortunately, scientists realized that the basic idea behind
the Celsius system was rational and simple extricated it from its originator’s
inane theories. The GNS categorizations did not benefit from this same rational
approach. Instead a lot of gamers were so insulted by the originator’s theories
that they essentially through the useful parts away along with the dross.
To be perfectly frank, the overall
theories of Ron Edwards do not appeal to me. Not the least because I believe
either he or some of his circle have claimed that people who prefer generic
systems, such as myself, must have some sort of brain damage. They are rife
with some rather horrible pseudoscience and what would be called bigotry if it
weren’t leveled at individuals who preferred game styles that he didn’t
appreciate. I am rather in line with Gleichman’s criticisms that Edwards
mistakes what are elements of any game system for the ultimate goals of the
game itself. I am also in agreement with Gleichman's criticism of Edwards’ idea that any
mixing of the three categories would produce an incoherent game. Human
psychology just does not work the way that Edwards seems to think it does and
games are a part of human behavior and psychology. Labels such as those in GNS
have a practical use as long as you understand their limits, which Edwards
doesn’t seem to. No one is going to be purely gamist, purely narrativist or
purely simulationist.
In this regard, I find these
terms as roughly useful for a general impression of a particular system. Or I
would, if they were regularly used and the terms had an objective definition.
Unfortunately, as said, they are out of favor due to being connected to Edwards’
theories and they also lack any objective definition. There is no authority enforcing
a set definition of these terms. As such, while the GNS labels are rational in
and of themselves and have the potential to be useful, they are not currently utilized
in any effective manner and they are overly connected to a more irrational
theory.
As such, I do not label games as
a Gamist, Narrativist or Simulationist any longer. Nor do I label things as OSR
or Story games. I’ve rarely found a binary categorization to be useful except
in the most extremely limited sense such as “on” or “off”. Currently, there
doesn’t exist an overall categorization system that really seems useful as such
I generally try to focus on the actual features of the game itself.
To start with, there is character
generation and advancement. This is currently fairly close to a binary
categorization, despite my earlier statement, but it really exists as more of a
sliding scale between templates and point-buy.
The oldest style of character
creation is template-based character creation. This is typified in Dungeons and
Dragons where a character will choose a race and a class and combine that to
form the stats of their character. Templates come with a pre-set collection of
capabilities and talents. Most of the time, the player will have some choice
over what options they take or they might simply get the same set that every
other person who chose that template gets. The Class/Race is pervasive in
template games but most of the time the chosen race is a minor template and the
Class is the more dominant feature. In many cases, character statistics are
also determined outside of the template. On the extreme end of templates, you
have 1st Edition D&D or Feng Shui 2 where the only character
customization you are capable of is in re-defining the character fluff. Closer
to the middle you have the Powered by the Apocalypse games where the chosen
templates have a great deal of flexibility.
Point-buy is only a little bit
younger than template based systems. In this case, you have a set number of
points and with these points you buy your statistics, skills, racial features,
powers and other such things. It is often possible to also purchase weaknesses
to acquire more points. I believe that the oldest example of this is Champions
and, thus, the Hero System. There are no set items that you automatically get
aside from some initial default abilities that come to everybody. One player
might decide to spend most of their points on their characteristics and have
only a handful of special skills or abilities, another might get tons of skills
with no powers or special talents and average characteristics and some would
take powers from the setting and have minimal skills or characteristics.
I’ve tended to compare
template-based games to going out to eat at a restaurant. There is a menu, most
restaurants will allow you to request changes to the menu, but sometimes you’ll
have a cook that insists that the menu is only served as it is described and
that any changes are forbidden. It is easy and quick and lets you get right
into the act of enjoying your meal. On the flip side it is very restrictive and
you can only take the options you’re provided with. If you’re reasonably
fortunate, you’ll have a cook willing to make a few substitutions here or there
and if you’re really lucky, you’ll have a cook ready to do a highly specific
special order.
By comparison, point buy is more
like going to the supermarket, buying the ingredients and then combining them
yourself to get the desired result. You are able to make whatever side dishes
or entrée you want and add whatever flavors or spices you desire. The end
result will be too your tastes in terms of portion size and flavors. There aren’t
any real limits aside from what the supermarket does or does not carry. The
problem here is that the result is also limited by your skills as a cook and
you could end up leaving out a key ingredient and end up with one of the dishes
distasteful or even inedible. In addition, there is the matter of option paralysis.
Some people can be completely overwhelmed by the sheer amount of possibility
this affords and won’t know where to start.
I was tempted to add descriptive
based character creation but this isn’t really fully separate character creation
based method. For example, the game I would most label as descriptive based in
Fate Core with its Aspects but it’s
really a sort of points-based character creation. You have points to spend on
Aspects, points to spend on Skills and points to spend on Stunts. The Aspects
are the part I’d call descriptive based, but they’re expansions of the effects
based game system that was introduced by Champions where the player had the
ability to determine the special effects of their attacks. Likewise, Powered by the Apocalypse games are
mostly template based character generation with an overlay of individual
determination for how each template is expressed.
I could go through some of the
other categories I look at when analyzing a game: conflict resolution, health
simulation and other such things but there wouldn’t be too much point to it
because as much as these things are useful to me in analyzing a game, figuring
out how the pieces work together and the best approach for playing or running
it, they are not useful in categorizing a game and determining whether or not I
will enjoy a game. When I tried to use these different analyses to determine
whether or not I would enjoy a game I ended up being wrong.
Judging by the games I very much
loved and those I either tolerated or actively disliked, then I should have
absolutely loved Savage Worlds. It’s
point-based with clear and intuitive mechanics and possessing the capacity to
simulate several genres. In addition, I quite enjoy the settings that they
produce for the game. I have even done freelance work on a Savage Worlds game. However, in practice I have found Savage Worlds to be inexplicably and
frustratingly blah. I’ve just about given up trying to figure out just why Savage Worlds gives me no real spark of
enjoyment even while many people I know quite enjoy it.
Likewise, by the same token, I
should have barely tolerated Monster of
the Week given that it is a template-based game where I usually find myself
frustrated by the limits such games place on character generation. Instead I
find that the manner in which a template is implemented in this and other
Apocalypse Engine games is remarkably flexible and helps to create a wide
variety of characters. I absolutely love MotW
and several other PbtA games.
Really, I’ve only ever found one
thing that insures I will enjoy a game: a good GM with a firm understanding of
the systems being used.
I have run or played pretty much
every kind of game mentioned. Dungeons
and Dragons (every edition including Pathfinder), Champions, Monster of the
Week, Fate Core, Strands of Fate, Dresden Files, Vampire: The Masquerade,
Scion, Call of Cthulhu, GUMSHOE, Mutants and Masterminds, Masks, Maid RPG, Star
Wars d6, Star Wars FFG, Star Wars d20, D20 Modern/Future, Legend of the Five
Rings, and many others. Some systems are better designed than others, but a
GM who understands the strengths and weaknesses of the system, has a good
ability to improvise, is an entertaining storyteller and knows how to manage a
group of people unobtrusively is the one essential element I’ve so far found.
This makes the various GM-less games that I’ve seen around recently into things
I find interesting and would like to try out sometime. In which case, of
course, then my estimation of the essential element might shift from “a good GM”
to being “a good group.”
I'd say this is spot on. I love the analogy between the point buy-class axis and food. Distribution of Authority (invested in one person vs. equally distributed around the group) might be another useful classification axis.
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