Friday, 24 July 2020

Why I roleplay

I’ve recently played in a few very average tabletop roleplaying games, sessions where if I was completely honest, I wasn’t enjoying myself. That has led me to think about what I like about roleplaying, and how I can make sure I get more of it.
Roleplaying games
RPGs - some better than others

The bad games

So here’s a quick description of some of those games.
  • The one that was a string of battles: A Marvel Heroic Roleplaying one-shot which was basically three interconnected battles.  No miniatures, but not enough table banter either.
  • The one that was a miniatures game: A mini-campaign using D&D5e, where we had to clear out three caverns of baddies. Basically, a series of fights. (I’ve noted before that when combat starts D&D 5e basically becomes a boardgame. I like boardgames, but not when I’m roleplaying.)
  • The one that was a sandbox: A Lamentations of the Flame Princess one-shot where we (the players) poked the scenery with sticks to find the adventure.
  • The one that was a simulation: A mini-campaign which was brilliantly internally logical, but was actually rather boring, had little plot and created no interesting decisions.
  • The one where I played the wrong character: My only experience of Symbaroum, and the GM put lots of characters on the table for us to choose from. I chose unwisely—as my character’s skills did not suit the planned adventure.
So I clearly don’t like combat. And I’m not that keen on sandboxes—especially in one shots. I like to see a plot.

The good games

And to balance it, some of the good games:
  • The one where I felt I was in a movie: Set in the world of Werewolf: the Apocalpyse, but using Fate Accelerated, this one-shot really felt like we were in a movie – complete with cut scenes, montage and a spectacular climax.
  • The one where we talked to each other: One of the striking things about my only experience of Hillfolk is how often the players conversed with each other rather than the GM. I like games with lots of in-character chit-chat and banter.
  • The one-shot that became a mini-campaign: An unpromising Shadow of the Demon Lord one-shot that became a short mini-campaign filled with memorable player characters.
  • The one-shot with the clues in plain sight: An investigative one-shot set in the near future with an alien invasion – and a key plot point was on the table in front of us from the very start but we didn’t realise until part way through.
(And if you think it’s all GM related, there are two GMs on both of these lists …)

So in summary

I like dramatic plots that mean something to the characters, interlinked characters with backstory, characters that suit the scenario, and interesting decisions.

I don’t like pointless combat, playing a boardgame instead of roleplaying, boring sandboxes, and characters who don’t fit the scenario.

I don’t mind combat in my roleplaying games, but as long as it’s combat with a purpose.

An aside: It frequently amazes me that roleplaying caters for such a wide range of tastes. I don’t enjoy the system mastery that comes with dedicating yourself to something like D&D 5e—but some do. I have little time for character advancement or levels. I don’t like getting the miniatures out. I don’t particularly enjoy fantasy settings. But others do, and that’s great. But it’s probably best if I don’t join their games (and maybe they wouldn’t enjoy mine).

What do I like when I roleplay? #1: A Plot

So I like a good plot in my roleplaying – and frankly much of the time that can be summarised as: “a bad guy with a goal” (as Fate Accelerated puts it). That need not mean simple stories - even plots as complex as Masks of Nyarlathotep or The Lord of the Rings can be summarised as a bad guy with a goal.

Inevitably I’m less keen on sandboxes where it’s up to me to decide what’s important. I’m sure there’s a point where the sandbox absolutely rocks – but I don’t have the patience to get there.

What do I like when I roleplay? #2: Characters must be important

This may seem like an obvious thing to say – but the characters need to be key to the story. If the characters don’t care about the plot, why should they engage? They also need to have skills relevant to the upcoming session.

Unfortunately it’s all too common to sit down at a one-shot and be presented with a bunch of pre-generated characters that look like they’ve been taken from the rulebook, with little or no attempt to tie them into the story.

What do I like when I roleplay? #3: Players that talk to each other as characters

I can often tell how good a one-shot will be within 10 minutes of starting. That’s because the best one-shots always spend at least 20 minutes creating good bonds between the characters. If you dive in without creating that, then you just have a bunch of strangers at the table.

That’s why I like the bonds/strings/history in the PtbA games, Hillfolk character creation, and why I spent time trying to create DramaAspects. (I now use a combination of PbtA’s bonds and Galileo Games’ Backstory Cards.)

When the player characters have strong backstories and bonds, then they start with a shared history which makes it easier for them to talk in character.

Is that really it?

And that’s it. I don’t mind which system I play—I have my favourites but I’ll play anything if someone can tell me which dice to roll. In fact, I don’t mind if we don’t roll dice—I find that often happens in my games.

As long as I’m playing someone that matters in a story with a plot with plenty of in-character chat, then I’m happy.  I’m not sure why I don’t get that as often as I do.

Freeforms

It turns out that what I am looking for in a tabletop roleplaying session, I get in a freeform. Plot—check. Characters tie to plot—check. Players talking to each other—check.

When I started thinking about what I like (and dislike) in tabletop roleplaying I didn’t imagine that I’d end up comparing them to freeforms. But maybe that was inevitable. 

Although I had a fifteen-year hiatus from tabletop roleplaying, I never fully left the hobby as I was playing (and running, writing and publishing) freeforms instead.

I don’t know whether my love of freeforms influenced what I like in my tabletop games, or whether I love freeforms because they feature all the things I like—I suspect it’s somewhere in between.

What next?

Now that I have worked this out, I wonder if I can use it to my advantage and use it to improve my enjoyment of the games I am playing in. 

In particular, I shall try to I talk more often to other characters rather than to the GM. I’m sure I’ll still have to put up with boardgame like combat and sandbox games – but hopefully I’ll enjoy them more.