Gaz and Baz in the recent What Would the Smart Party Do? podcast talked this time on the tricky subject of "does system matter" in tabletop RPGs. They are clearly in the "yes" box.
I'm not so sure.
Why system doesn't matter (to me)
Aside #1: There's no wrong way to play. This post is why system usually doesn't matter to me. If it matters to you - great. I subscribe to the Risus approach: there's no wrong way to play.
I had a bit of hiatus in tabletop roleplaying, that ended in 2011 or so when I started going to conventions again and I started online playing. When I think of the games I've played since then almost all of them were played in the same way: the GM presents a situation, the players respond. Occasionally dice are rolled to determine the outcome of an action. Mostly play consists of questions and answers, with some banter between the players. Dice aren't rolled as often as a read through the rules would suggest.
That applies to 90% of the games I've played (or run) since my return to tabletop gaming: Fate, D&D, Liminal, Shadow of the Demon Lord, Marvel Heroic Roleplaying, Monster of the Week, Cthulhu Dark, Blades in the Dark, The Cthulhu Hack, Shardland, Call of Cthulhu, Owl Hoot Trail, Spirit of 77, Shadow Hunters, Dungeon World and no doubt several I have forgotten.
Taking some recent examples, when Guy ran Shadow of the Demon Lord it didn't feel very different to Neil's D&D game. Sure the background was different, and I played a clockwork robot instead of a dwarf. But the character sheets and mechanics were been pretty interchangeable, particularly to someone like me who isn't familiar with either.
Similarly, my Other London modern urban horror-fantasy is very similar to Liminal. There are differences in the background and the setting, but I don't think my players would notice if I ran Other London using the Liminal rules, or vice versa.
Often when I'm playing a game, I'll think about the system we're using and try and figure out how it's different. And often it isn't - not really.
So from this perspective, system doesn't matter.
I like the things I like
We all like different things. I'm not a big fan of crunch, and so my games tend to be fairly fast and loose. Similarly I prefer GMs who run their games that way. Others are different.
I've had both good and bad games of D&D, and the difference is often in the GM. (And GMs can be uneven - we all have our off days.)
Ken and Robin talked about system in episode 373 of their podcast (I made a note because I knew I was going to come back to it). They're game designers so obviously they think that system matters, but they did acknowledge that more important than the rules is the GM. They have most influence.
They also noted that some people don't like learning new rules. That's me - I don't like learning rules. (I'll play anything, but I'm relying on others (usually the GM) to help me with the rules.)
I don't like learning new rules because for most of the time* I know I will run a game pretty much like any other. I suspect my running of Trail of Cthulhu would be almost indistinguishable from Call of Cthulhu. So why learn the new rules if it it isn't going to make a difference?
* That "most of the time" is important. We'll come back to that.
System mastery
If the system doesn't matter, surely that makes system mastery irrelevant?
There's (at least) two aspects to system mastery. One is knowing when to use the correct ability/mechanic for the situation. When I'm new to a game I expect the GM to help me there. For example, when I run Fate, it's not always clear to new players that in a combat against a tough foe they need to create advantages that other players can use - so I will remind them of that. It's not fair to punish them because they're not familiar with the game.
The other aspect of system mastery is when you've internalised the rules so that you often don't need them and they fade into the background. You can roll the dice and have a pretty good idea if you succeeded or not.
In the Smart Party podcast, Gaz and Baz talk about their frustration with people who say they like Chaosium's BRP because it fades into the background - to the point where they no longer use it. Well, once you've mastered a system it should always fade into the background - most of the time you don't need it any more.
"In an RPG, the fun happens between the rules"
In a blog post that I can no longer find (it may have been moved), John Wick makes an interesting point: "In an RPG, the fun happens between the rules." I agree. For me, the fun is in the story and the banter, not the rolling of dice. And with few exceptions, the system is always about the dice, not the story or the banter.
I think it's one of the reasons why I prefer RPGs with few rules - they have more space for fun than those with many rules.
Aside #2: RuneQuest MGF. I think the only time I played RuneQuest was with some Glorantha fans in Sheffield. But we didn't use the system - we used something they described as "maximum game fun". You picked three things you were good at, one thing you were bad at, and a secret. And that was it. I don't remember if we rolled dice or not. System? What system?
Invisible rulebooks
Then there are the invisible rulebooks we all carry around in our heads. S. John Ross talked about them, but that post is no longer on his site.) Essentially we all have our own view of how the world works and our game decisions are filtered by those rulebooks. And those are the rulebooks we consult when the players try to do something that's not in the official rules.
I freely admit that I make extensive use of those invisible rulebooks. Back in the 90s, when I was doing masses of roleplaying, I ran more than one multi-session game with nothing but 2d6 and my invisible rulebooks.
I mostly still do that. Except that I say I'm running Fate Accelerated (a very light system) because I'd never get anyone to play in my games if I told them what I was really doing.
A melon stall in D&D?
The Smart Party talk about running a melon stall game using D&D, and note that while there are lots of combat rules in D&D, there's nothing about running a melon stall. They're not against running a melon stall using D&D, but note that if the did that they'd probably use a different ruleset.
If the melon stall arose naturally out of the game, then I don't think there's anything wrong with that. But I do concede that if you want to run a melon stall game then D&D would be an odd choice of rules.
Boardgames and RPGs
If you did want to run a melon stall game, you might be better off with a boardgame. I can't think of any specific melon stall games, but there's plenty of trading games in that general area.
I don't play boardgames the way I play RPGs. When I sit down to play Villagers, I play Villagers - I'm not trying to apply my internalised Cosmic Encounter rules to Villagers. So Villagers is a very different experience to Cosmic Encounter. Or Tiny Epic Galaxies, or Rhino Hero Super Battle, or Ticket to Ride.
RPGs aren't like that. You can do anything in an RPG (S. John Ross describes this as tactical infinity), and often that's what the players want to do. And when they do that you need to consult your invisible rulebooks because there's no game rulebook big enough to cover everything.
When system does matter
And then there are the games where system does matter. Yes I said it. Sometimes, system does matter. Even to me.
For me, there are two reasons that systems matter:
First, it matters if I accidentally join a game with a system-heavy group or GM. I probably won't enjoy myself as much. That's not what I enjoy, and I'm in the wrong place.
Second, some RPGs really are doing something different. Everything I've described above probably comes under the heading "trad" (or traditional). But there are (a few) exceptions.
Here's my list (these are just the games I'm familiar with - I'm sure there are others):
Looking at the list above, with the exception of Cthulhu Dark, all the games have a strong player-v-player element. So they play very differently to traditional RPGs and that's probably why the system matters so much.
Aside #3: Two games of Hot War. I've played Hot War twice - both of them one-shots. Hot War is a game of relationships, paranoia, factionalism and betrayal. It's also set in this crazy 1960s post-apocalyptic setting of a shattered London haunted by crazed Soviet monsters.
My first game used the setting and a bit of the rules. It was a perfectly enjoyable investigation that ended up with a confrontation with a grotesque creature below London. But we could have been playing Call of Cthulhu.
My second game used the Hot War mechanics and translated it to a SF setting (which felt a bit Outland in tone). It used the Hot War mechanics to create a wonderful player-v-player game where my character lost everything.
Both games were great. Different, but great.
So in summary
For me, system doesn't matter in tabletop RPGs. Except when it does.
Note: I've edited this a little from the original to correct an error.
I'm not so sure.
Why system doesn't matter (to me)
Aside #1: There's no wrong way to play. This post is why system usually doesn't matter to me. If it matters to you - great. I subscribe to the Risus approach: there's no wrong way to play.
I had a bit of hiatus in tabletop roleplaying, that ended in 2011 or so when I started going to conventions again and I started online playing. When I think of the games I've played since then almost all of them were played in the same way: the GM presents a situation, the players respond. Occasionally dice are rolled to determine the outcome of an action. Mostly play consists of questions and answers, with some banter between the players. Dice aren't rolled as often as a read through the rules would suggest.
That applies to 90% of the games I've played (or run) since my return to tabletop gaming: Fate, D&D, Liminal, Shadow of the Demon Lord, Marvel Heroic Roleplaying, Monster of the Week, Cthulhu Dark, Blades in the Dark, The Cthulhu Hack, Shardland, Call of Cthulhu, Owl Hoot Trail, Spirit of 77, Shadow Hunters, Dungeon World and no doubt several I have forgotten.
Taking some recent examples, when Guy ran Shadow of the Demon Lord it didn't feel very different to Neil's D&D game. Sure the background was different, and I played a clockwork robot instead of a dwarf. But the character sheets and mechanics were been pretty interchangeable, particularly to someone like me who isn't familiar with either.
Similarly, my Other London modern urban horror-fantasy is very similar to Liminal. There are differences in the background and the setting, but I don't think my players would notice if I ran Other London using the Liminal rules, or vice versa.
Often when I'm playing a game, I'll think about the system we're using and try and figure out how it's different. And often it isn't - not really.
So from this perspective, system doesn't matter.
I like the things I like
We all like different things. I'm not a big fan of crunch, and so my games tend to be fairly fast and loose. Similarly I prefer GMs who run their games that way. Others are different.
I've had both good and bad games of D&D, and the difference is often in the GM. (And GMs can be uneven - we all have our off days.)
Ken and Robin talked about system in episode 373 of their podcast (I made a note because I knew I was going to come back to it). They're game designers so obviously they think that system matters, but they did acknowledge that more important than the rules is the GM. They have most influence.
They also noted that some people don't like learning new rules. That's me - I don't like learning rules. (I'll play anything, but I'm relying on others (usually the GM) to help me with the rules.)
I don't like learning new rules because for most of the time* I know I will run a game pretty much like any other. I suspect my running of Trail of Cthulhu would be almost indistinguishable from Call of Cthulhu. So why learn the new rules if it it isn't going to make a difference?
* That "most of the time" is important. We'll come back to that.
System mastery
If the system doesn't matter, surely that makes system mastery irrelevant?
There's (at least) two aspects to system mastery. One is knowing when to use the correct ability/mechanic for the situation. When I'm new to a game I expect the GM to help me there. For example, when I run Fate, it's not always clear to new players that in a combat against a tough foe they need to create advantages that other players can use - so I will remind them of that. It's not fair to punish them because they're not familiar with the game.
The other aspect of system mastery is when you've internalised the rules so that you often don't need them and they fade into the background. You can roll the dice and have a pretty good idea if you succeeded or not.
In the Smart Party podcast, Gaz and Baz talk about their frustration with people who say they like Chaosium's BRP because it fades into the background - to the point where they no longer use it. Well, once you've mastered a system it should always fade into the background - most of the time you don't need it any more.
"In an RPG, the fun happens between the rules"
In a blog post that I can no longer find (it may have been moved), John Wick makes an interesting point: "In an RPG, the fun happens between the rules." I agree. For me, the fun is in the story and the banter, not the rolling of dice. And with few exceptions, the system is always about the dice, not the story or the banter.
I think it's one of the reasons why I prefer RPGs with few rules - they have more space for fun than those with many rules.
Aside #2: RuneQuest MGF. I think the only time I played RuneQuest was with some Glorantha fans in Sheffield. But we didn't use the system - we used something they described as "maximum game fun". You picked three things you were good at, one thing you were bad at, and a secret. And that was it. I don't remember if we rolled dice or not. System? What system?
Invisible rulebooks
Then there are the invisible rulebooks we all carry around in our heads. S. John Ross talked about them, but that post is no longer on his site.) Essentially we all have our own view of how the world works and our game decisions are filtered by those rulebooks. And those are the rulebooks we consult when the players try to do something that's not in the official rules.
I freely admit that I make extensive use of those invisible rulebooks. Back in the 90s, when I was doing masses of roleplaying, I ran more than one multi-session game with nothing but 2d6 and my invisible rulebooks.
I mostly still do that. Except that I say I'm running Fate Accelerated (a very light system) because I'd never get anyone to play in my games if I told them what I was really doing.
A melon stall in D&D?
The Smart Party talk about running a melon stall game using D&D, and note that while there are lots of combat rules in D&D, there's nothing about running a melon stall. They're not against running a melon stall using D&D, but note that if the did that they'd probably use a different ruleset.
If the melon stall arose naturally out of the game, then I don't think there's anything wrong with that. But I do concede that if you want to run a melon stall game then D&D would be an odd choice of rules.
Boardgames and RPGs
If you did want to run a melon stall game, you might be better off with a boardgame. I can't think of any specific melon stall games, but there's plenty of trading games in that general area.
I don't play boardgames the way I play RPGs. When I sit down to play Villagers, I play Villagers - I'm not trying to apply my internalised Cosmic Encounter rules to Villagers. So Villagers is a very different experience to Cosmic Encounter. Or Tiny Epic Galaxies, or Rhino Hero Super Battle, or Ticket to Ride.
RPGs aren't like that. You can do anything in an RPG (S. John Ross describes this as tactical infinity), and often that's what the players want to do. And when they do that you need to consult your invisible rulebooks because there's no game rulebook big enough to cover everything.
When system does matter
And then there are the games where system does matter. Yes I said it. Sometimes, system does matter. Even to me.
For me, there are two reasons that systems matter:
First, it matters if I accidentally join a game with a system-heavy group or GM. I probably won't enjoy myself as much. That's not what I enjoy, and I'm in the wrong place.
Second, some RPGs really are doing something different. Everything I've described above probably comes under the heading "trad" (or traditional). But there are (a few) exceptions.
Here's my list (these are just the games I'm familiar with - I'm sure there are others):
- Hillfolk - it's roleplaying, but nobody would call it "trad". I've played Hillfolk once, and I'd like to do it more.
- Monsterhearts - in my experience a lot of PbtA games are played in a traditional style, but not this one.
- Cthulhu Dark - Cthulhu Dark is played much like Call/Trail of Cthulhu - but it's much, much bleaker. There's no fighting the monsters, and no happy endings, and the system helps drive this.
- Follow - a GM-less game by the designer of Kingdom and Microscope. None of them are traditional RPGs.
- Fiasco - another GM-less game.
Cthulhu Dark - when system matters |
Aside #3: Two games of Hot War. I've played Hot War twice - both of them one-shots. Hot War is a game of relationships, paranoia, factionalism and betrayal. It's also set in this crazy 1960s post-apocalyptic setting of a shattered London haunted by crazed Soviet monsters.
My first game used the setting and a bit of the rules. It was a perfectly enjoyable investigation that ended up with a confrontation with a grotesque creature below London. But we could have been playing Call of Cthulhu.
My second game used the Hot War mechanics and translated it to a SF setting (which felt a bit Outland in tone). It used the Hot War mechanics to create a wonderful player-v-player game where my character lost everything.
Both games were great. Different, but great.
So in summary
For me, system doesn't matter in tabletop RPGs. Except when it does.
Note: I've edited this a little from the original to correct an error.
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