RPG classification: Difference between revisions
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==Traditional RPG== | ==Traditional RPG== | ||
Your standard games. [[D&D | Your standard games. [[Dungeons & Dragons|D&D]], [[Pathfinder|Pathfinder]], [[Warhammer Fantasy Roleplay|WHFRP]]... | ||
Some fa/tg/uys like to | These are often mechanics medium to pretty crunchy, with powers being very specific. [[Pun-Pun|Which results in some people abusing the exact wording to make stupidly overpowered builds]]. Most of the book is dedicated to combat, stats, modifiers, and builds, while very little is given to roleplay. | ||
Some fa/tg/uys like to divode them further into combat games, which are all of the above, and travel games, of which there are only two: [[Ryuutama|Ryuutama]] and The One Ring. | |||
==Story games== | ==Story games== | ||
These are your more narrative drives games, like [[World of Darkness|WoD]], [[Powered by the Apocalypse|PbtA]], [[FUDGE|FUDGE]], or even diceless systems like [[Golden Sky Stories|Golden Sky Stories]]. These are usually rules light, with powers being vague, up to interpretation, and often can accomplish many related things. Narration is the main focus, so that isn't surprising. While they aren't real RPGs, they are usually fast to learn, quick to pick up for oneshots, and most people play for the story anyways. Though the argument whether WoD is a story game or a traditional | These are your more narrative drives games, like [[World of Darkness|WoD]], [[Powered by the Apocalypse|PbtA]], [[FUDGE|FUDGE]], [[Call of Cthulhu|CoC]], or even diceless systems like [[Golden Sky Stories|Golden Sky Stories]]. | ||
These are usually rules light, with powers being vague, up to interpretation, with few or no modifiers that are statistically negligible, and often can accomplish many related things. Even when they are more specific they are not on the same level as traditional RPGs and still loose enough. In D&D for example, you can't actually light a candle with Fireball (though even if you could the candle would melt). But abilities that manipulate flames in story games can. Narration is the main focus, so that isn't surprising, and when combat is a part of it it is usually not nearly as detailed or in depth. While they aren't real RPGs, they are usually fast to learn, quick to pick up for oneshots, and most people play for the story anyways. Though the argument whether WoD is a story game or a traditional RPG persists. | |||
==Simulations== | ==Simulations== | ||
Do you enjoy rolling on tables? Do you think the wind speed and direction, humidity, light in your eyes, and your own health should matter? Do you enjoy figuring out every detail of something and spending tens of minutes figuring out all the modifiers? These are simulation games, like [[Aces and Eighty|Aces and Eights]]. Incredibly crunchy | Do you enjoy rolling on tables? Do you think the wind speed and direction, humidity, light in your eyes, and even your own health should matter for rolls? Do you enjoy figuring out every detail of something and spending tens of minutes figuring out all the modifiers before you roll? Do you think a single hit can and should be able to kill? These are simulation games, like [[Aces and Eighty|Aces and Eights]]. Incredibly crunchy and incredibly detailed, where every aspect matters. They appeal to a certain demographic of fa/tg/uy, but to most people these are too much. |
Revision as of 23:55, 4 February 2023
Some nerds on /tg/ argue about what is and isn't an RPG. Especially since newfags have appeared this has been a hot topic.
Traditional RPG
Your standard games. D&D, Pathfinder, WHFRP...
These are often mechanics medium to pretty crunchy, with powers being very specific. Which results in some people abusing the exact wording to make stupidly overpowered builds. Most of the book is dedicated to combat, stats, modifiers, and builds, while very little is given to roleplay.
Some fa/tg/uys like to divode them further into combat games, which are all of the above, and travel games, of which there are only two: Ryuutama and The One Ring.
Story games
These are your more narrative drives games, like WoD, PbtA, FUDGE, CoC, or even diceless systems like Golden Sky Stories.
These are usually rules light, with powers being vague, up to interpretation, with few or no modifiers that are statistically negligible, and often can accomplish many related things. Even when they are more specific they are not on the same level as traditional RPGs and still loose enough. In D&D for example, you can't actually light a candle with Fireball (though even if you could the candle would melt). But abilities that manipulate flames in story games can. Narration is the main focus, so that isn't surprising, and when combat is a part of it it is usually not nearly as detailed or in depth. While they aren't real RPGs, they are usually fast to learn, quick to pick up for oneshots, and most people play for the story anyways. Though the argument whether WoD is a story game or a traditional RPG persists.
Simulations
Do you enjoy rolling on tables? Do you think the wind speed and direction, humidity, light in your eyes, and even your own health should matter for rolls? Do you enjoy figuring out every detail of something and spending tens of minutes figuring out all the modifiers before you roll? Do you think a single hit can and should be able to kill? These are simulation games, like Aces and Eights. Incredibly crunchy and incredibly detailed, where every aspect matters. They appeal to a certain demographic of fa/tg/uy, but to most people these are too much.