The Basics of Roleplaying, Part 2: What Do We Like About It?

In the first part of this series, I described to the best of my ability what roleplaying is, specifically in the context of game-mastered roleplaying games, by describing what people tend to do during a game. Now I want to explore why we do it—what is it about roleplaying games that keeps enthusiasts coming back for more?

A Brief Note on RPG Theory (I’m Not Doing it)

Before diving in, I want to clarify that I won’t be delving into complex roleplaying game theory, as some others have done. Some people have developed elaborate models and theories about player preferences, compatibility between different play styles, and so on. I’m not convinced this theoretical approach makes much practical difference for most players or designers. The academic terminology often becomes ambiguous or exclusionary—take the term “narrativism,” which is an ambiguous term. You can have a narrative about anything. This term can be interpreted in numerous ways, and has created its own circle of theorists who deride those who use it improperly, and claim superior understanding and requisite status for themselves.

Whether RPG theory has any validity is something I’ll leave for others to judge, but I think it’s simply fact that it rarely impacts or influences those who play or design games, with very few exceptions.

What People Actually Enjoy About Roleplaying Games

Instead, I want to discuss the general elements that people find appealing about roleplaying games. Understanding what you enjoy can help game masters prepare better sessions, or assist designers in creating more enjoyable experiences for themselves and their target audience.

Character Focus

To start, I’ll begin with what I just mentioned, what some might call “narrativism”. I don’t care what other people might mean by it in other contexts, but what I mean by it here is simply focus on the character, who they are and how they change. One thing many players enjoy is focusing on a character: their motivations, goals, moral center, and how these aspects evolve or change when the character faces difficult or extreme situations. Some players are essentially playing to discover who their character truly is and how (and if) they change through various challenges.

This is just one element that some players enjoy—it’s no better or worse than any other preference, and all such preferences are legitimate.

The Game Element: Winning and Losing

At a fundamental level, many people enjoy roleplaying games because they are games with uncertain outcomes. There’s excitement in caring about your character, playing them striving toward their goals, and seeing whether or not they succeed. This uncertainty is what makes roleplaying games actual games—your character might not get what they want, creating a sense of stakes and potential loss.

Problem-Solving

Some players particularly enjoy creative or technical problem-solving. You see this in certain fiction, especially science fiction stories that emphasize clever technical solutions over character development. In roleplaying games, this might involve using magic in unexpected ways to escape a trap, spying on enemies through ingenious means, or combining tactics to defeat opponents. Rather than inventing some pretentious, ambiguous term for this preference, I’ll simply call it problem-solving.

Combat Focus

Related to but distinct from problem-solving is the focus on combat. Some players greatly enjoy games with significant combat elements, similar to why people enjoy wargames. In fact, a common origin story for roleplaying games traces them to wargamers who wanted more detail about individual characters in their battles. Some players appreciate the technical specifications, tactics, and strategy involved in confronting enemies in a shared imaginary world.

Setting Immersion

Another appeal is setting immersion. Players enjoy embodying characters because the setting itself is compelling—many science fiction fans have dreamed of serving as an officer on a Federation starship, or fighting orcs in Middle-Earth. The opportunity to experience a beloved fictional setting firsthand is a powerful draw.

Character Immersion

Whether you consider this separate from “character focus” or not, some players specifically enjoy the experience of embodying someone who isn’t themselves—stepping into another perspective and doing things they wouldn’t or couldn’t do in the real world.

Emotional and Atmospheric Experiences

Some players seek specific atmospheres or emotional content in their games. Horror roleplaying games create fear, while games like Ten Candles generate feelings of sorrow and nostalgia. These emotional experiences can be valuable and enjoyable in the right context.

Social and Political Intrigue

Though less common, some players prefer games focused on political maneuvering and social dynamics, such as Vampire: The Masquerade. The enjoyment comes from navigating complex social situations, increasing your character’s status, and outmaneuvering rivals.

Conclusion

These are the primary elements that I believe people enjoy about roleplaying games. There’s nothing particularly profound about this analysis, and I’m not interested in theorizing why people like these aspects—I’m only concerned with identifying what they actually enjoy. I also see no reason to think that these aspects are incompatible with each other, or that a game cannot or should not do more than one of them – such pronouncements are way too theoretical. The only way to test whether or not a game does more than one of these well is to have many people try it and see.

But that’s neither here nor there. In my next blog post, I’ll discuss some best practices for basic roleplaying based on what we’ve covered so far.

Until then, your thoughts and comments on this post are very much welcomed. Did I leave anything out? What is it you enjoy about tabletop roleplaying games?

Footnote: For those who want to know what I mean about the kind of RPG theory I was alluding to earlier (and the big mess it can be), here is an example: https://www.arkenstonepublishing.net/isabout/2020/05/14/observations-on-gns-simulationism/

Note that I mean no disrespect to the author, who does a great job with the various concepts he mentions. I’m just not sure any of it is worth spending any time on.

Comments

12 responses to “The Basics of Roleplaying, Part 2: What Do We Like About It?”

  1. Steve Winter Avatar
    Steve Winter

    Agree completely about RPG theory. The current fashion among some bloggers to deconstruct roleplaying and RPGs and to jargonize everything is mostly useless keyboard wanking, and not even very interesting. A person could digest all that material and still know next to nothing about RPGs.

    1. bringerofpeace Avatar
      bringerofpeace

      I agree. That’s not to say you couldn’t do some real RPG theory, but it would take gathering data and testing hypotheses like in, well, science 🙂 I’d love to know for example whether there were distinct clusters of reasons why people game (immersion, problem-solving, immersion, etc.), and whether those correlated with preferences for different rule sets; or a whole plethora of other questions. But to find that out would require quite a bit of work. For one thing, many people aren’t consciously aware of some of their own preferences and how different circumstances affect their behavior, so simple surveys would be insufficient. You’d need to run experiments. Just arguing about exotic definitions ain’t gonna cut it.

      1. Steven J Winter Avatar
        Steven J Winter

        That’s a good summation of my objection. The writers seem to be striving for scientific analysis but without applying any of the tools of actual science.

  2. Steve Winter Avatar
    Steve Winter

    “How characters change after facing difficult or extreme situations” is only one side of the coin, or at least expressing it that way sort of obscures the fact that the coin has two sides. The other side is how characters stay the same and hold onto their beliefs and ideals after facing traumatic, stressful, or horrific situations.

    1. bringerofpeace Avatar
      bringerofpeace

      Great point! A character holding on to their values or principles in the face of challenges is very interesting and great drama.

  3. Steve Winter Avatar
    Steve Winter

    Combat: I disagree with this point a bit, based on playing tons of both RPGs and wargames. This idea has been discussed extensively since the turn of the century under the heading “Combat as Sport vs. Combat as War.” Early RPGs treated combat as war (mostly) and it was very similar, if not identical, to wargaming. But they started moving away from that model pretty quickly. It wasn’t a slow, steady drift, but a long series of staggers and leaps forward and backward. The current fashion in today’s 5E-dominated ecosphere (not just D&D but everything influenced by D&D’s success) is very much combat as sport and is almost nothing like wargaming (except “wargaming as sport,” I suppose). If you want RPG combat as war, you’re either playing a clearly labeled “hardcore” variant or a distinct game that’s marketed directly to that audience.

    1. bringerofpeace Avatar
      bringerofpeace

      That’s an interesting distinction I hadn’t heard of before. Can you say what the difference is between as Sport vs as War?

      1. Steve Winter Avatar
        Steve Winter

        Summing it up briefly is tricky (one of the best discussions of the topic on ENWorld is 49 pages long!), but a lot comes down to the question of what’s at stake. In “combat as war” games, everything is at stake. Utter defeat, captivity, individual death, or a TPK are always on the table for characters who screw up or get into a situation that’s over their heads. Fights develop organically based on whatever opposition is in the area, whether that’s a few guards or the main enemy barracks just down the hall that PCs didn’t bother to scout out. As in real life, characters who hope to live must devote time and resources to figuring out what they’re up against so they can charge in when the odds are in their favor and look for alternatives or avoid battle altogether when the odds are against them. In “combat as sport,” fights are engineered to be exciting but never overpowering. Their purpose is drama and adrenaline and fun dice-rolling but never any real risk to the characters.

      2. bringerofpeace Avatar
        bringerofpeace

        Thanks for that explanation! I see what you mean. I can see some good reasons for that, one of the most important ones being character creation – specifically, how much time and effort it takes. If it’s just a minute or two like in Risus or Cthulhu Dark or All Outta Bubblegum, it’s not that big a deal if you get TPK’d. But in Star Trek Adventures (re my latest post)? It can easily take an hour or two for chargen (although the online app helps a lot). You do not want your character to die anytime soon, for sure, it could be very demoralizing.

        But that doesn’t mean nothing is at stake in a “for Sport” combat (maybe that name isn’t the best?). For example, maybe your character won’t die, but they fail in their mission and an innocent, peaceful planet is enslaved by the Romulans.

  4. Steve Winter Avatar
    Steve Winter

    Immersion: I think this is one of the most underrated aspects of roleplaying. Some of my strongest advice to newcomers is, let yourself get immersed in the world. It’s not all about fighting battles and gaining levels. Spend time chatting with NPCs; have a drink and a meal at the inn; haggle over prices with shopkeepers; befriend a stray dog because it needs a friend, not because you’re hoping to gain free attacks in combat.

  5. Steve Winter Avatar
    Steve Winter

    One element you don’t mention is simple socialization. My parents’ generation (possibly the grandparents or great-grandparents generation of many readers) played bridge and golf not because they loved bridge and golf but because it was an excuse to spend time relaxing with friends. Lots of people play RPGs the same way; the game is just an enjoyable adjunct to socializing.

    1. bringerofpeace Avatar
      bringerofpeace

      Excellent point! In fact, one of my ulterior motives for promoting gaming is because I think it can help save the world by building community. In the US in particular (and Seattle is an extreme example) we’ve lost much of our sense of community, and people are more isolated than ever before. So IMHO, anything we do to help build connection and socialization is a good thing, even if it’s “just” gaming.

      Once I mentioned this to a player at a con, after we’d just finished playing a game. His eyes got very wide in fear. “I’m just here to play games,” he said, and moved away from me. Through the years, I’ve seen him at other cons and events, and he always gives me this “OMG that’s the crazy guy” look, lol

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