Shaigunjoe wrote...
Sorry, we will have to agree to disagree on this one. I understand now what you are saying, but I do not understand why that is a core concept of the rpg genre. Even wikipedia says:
Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.
Ehphasis on the many games of the last sentance, and not all games.
I'm still not quite sure you take my meaning. I've moved beyond hinging the definition on pass/fail type mechanics, such as the wiki entry refers to. I'm just saying that each character must have the possibility of being mechanically distinct from the next just as they would be narratively distinct.
I understood that my definition would exclude a small number of more unusual games that may be considered RPGs. There are just some really unique cases out there, and without a distinction in mechanics you would have to make some kind of limitation on what type of role-play qualifies. That, to me, is a less optimal solution.
If you didn't define either, then a very large amount of games could be considered RPGs. I was just taking a stab at making a definition that would broadly fit the majority of titles that are already considered RPGs while excluding games that most people would not place in the genre. For example, I still wouldn't consider Clue an RPG even if it includes a fair amount of role-play.
I've since done a bit of research on statless systems, but what few I could find are radically different from the majority of RPGs in both video game and table-top mediums. The rules are usually very, very simple, and they seem more like a democratically moderated form of story-telling than an actual 'game'. I suppose that the game-play would qualify as 'structured decision-making', however.
As far as LARP goes, it seems like at least some variations would fit my definition. Here are a few examples quoted from user aramis at RPG.StackExchange:
Practical LARP - if you can't do it, neither can your Character.
EG: SCA, Kingdom of Acre
Note: many of this type deny being a LARP at all.
Boffer LARP - Use of some weapon simulator, with limits based upon some character generation/advancement rules
EG: Amtguard, IFGS
Tabletop Game Style LARP - A set of rules, usually based upon some "Tabletop" RPG, adapted for play without a handy table
EG: Mind's Eye Theater, L5R Live Action, Blood & Tears
Note: Most such games have a "no touch" rule, and combat is mechanically simulated without acting it out.
Story-Only LARP - often, rules-lite or even almost no rules. Often, the only rule is "no touching." Combat may be prohibited, or may be autosuccess, or may be by narrator decision.[/list]
Both Boffer and Tabletop style LARP would count. The latter for obvious reasons, and the former because it does have a character generation system. The other two, however, would be just role-play.
Modifié par GodChildInTheMachine, 18 mai 2013 - 05:51 .