this post was submitted on 13 Apr 2025
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[–] jjjalljs@ttrpg.network 8 points 1 day ago (1 children)

When I play an RPG (or RPG-like game), I want to know upfront: is this a storytelling kind of game, or a problem-solving kind of game? The rulesets that try to blend both often feel like they pick up the worst of both worlds, demanding players switch between two very different sorts of minds or risk spoiling the whole affair.

This is an interesting point I'd thought about before but never articulated.

I think it was part of why I didn't gel with one of my old DND groups. They'd sometimes be faffing around doing "funny" stuff, but I mostly was sticking to the "use your resources wisely or perish" mode of DND.

[–] Ziggurat@jlai.lu 6 points 16 hours ago

y'd sometimes be faffing around doing "funny" stuff, but I mostly was sticking to the "use your resources wisely or perish" mode of DND.

This is why, a letter of intent is important when recruiting for a new group. Explaining before session zero what's your GM style and all the other important points. Beer and bretzel games are a legit way to play, but not suited for everyone, the same applies to tactical mini or to intense Role-playing. The earlier the players the better

[–] sbv@sh.itjust.works 4 points 1 day ago (1 children)

That is a lot of text. Like, I want to read it, and the reference to buddy's three rules of TTRPGs is neat, but it rambles.

[–] ArchEngel@lemmy.ca 1 points 1 day ago (1 children)

Yeah, definitely a bit of a longer read, and I feel like the ending of the article could have had more of a completed thought / conclusion, but all the same it really got me thinking in a good way.

I think I the article is really good because it does capture a feeling I have been trying to focus on for my next game - that feeling of doing something cool.

[–] sbv@sh.itjust.works 2 points 12 hours ago (2 children)

Deep in the ocean of words, the author said something like "doing stuff your character can do according to the rules of the game isn't cool". And I totally disagree.

Choosing the right thing, at the right time, to help your party (or even better, enhance your party's abilities) feels pretty good, and gets accolades at the table.

[–] ZDL@ttrpg.network 1 points 7 hours ago (1 children)

That's really weird to me.

If I'm playing a board game (like Xiangqi/Chinese Chess) what's cool is when I spot an opportunity and exploit it. This is playing according to the rules of the game.

If I'm playing a card game (like Fight the Landlord) what's cool is when I assemble a good combination of cards that drains my hand with inexorable play. Or when I find just the right timing to interfere with someone else draining their cards. Again this is playing according to the rules of the game.

In sportball, presumably when the audience is going wild at a cool play by some player they're playing according to the rules of the game. (I can't attest yeah or nay to this because sportball isn't my vibe.) Is this not cool? (I'll let sportball fans answer here.)

So why would RPGs be the exception to this? Why do you have to break the rules of play to do cool things?

That's really weird to me.

[–] sbv@sh.itjust.works 2 points 6 hours ago

Yeah. I'd say that a cool move is being prepared for what the moment needs, and then making the situation significantly better for the rest of the players. 🤷‍♂️

[–] ArchEngel@lemmy.ca 2 points 11 hours ago

I think I agree, especially when those abilities are tricky to line up, are situational, or an option of a few choices, etc. It's important not to gatekeep how people have fun or how they feel cool!