I'm looking for a good and simple explanation of RPGs for complete laymen, i.e. people like my mother or my current girlfriend, who are not gamers, giving them a general idea what I do in my hobby. A youtube video would be perfect.
This episode is super clear, I think--
http://www.escapistmagazine.com/videos/view/i-hit-it-with-my-axe/1872-Episode-18-200-lbs-Of-Meat-And-A-New-Fur-Coat
this is a text people have used to explain the basics
SUNDAY, MARCH 14, 2010
How To Play The Game
ZAK: Ok, so tell everybody about your character.
KIMBERLY: Wait, why? I just want to kill shit.
ZAK: Because it's an example. What are you complaining about? You're not even here, this is all just made up to use this to explain the game to people. So, like, if you're trying to explain role-playing games to a new player you can just link to this page.
KIMBERLY: Fine, whatever. Ummm...my character's name is Rookia...
ZAK: Because characters have names.
KIMBERLY: Duh. And also because my character is a Rookie so I called her Rookia. Anyway...
ZAK: I'm just explaining, ok?
KIMBERLY: Anyway, her name is Rookia and she's really strong and fast and...
FRANKIE: Not as fast as my character!
ZAK: That's a good point, in the game you have a character and the character has stats--so that if two different characters--or a character and a monster--are trying to compete in some way you can figure out who's more likely to win. So the basic characteristics have numbers--in Dungeons and Dragons the characteristics are called Strength and Dexterity and there are others, too, like Intelligence. Basically, this set of numbers says how good your character is at different things. You roll dice to figure out the numbers--called "ability scores". In some games you can pick which numbers go with which characteristics and in some games you just have to play what the dice give you.
CONNIE: I suck at rolling ability scores.
ZAK: True, but you survived the last adventure when everybody else died.
CONNIE: Good point.
ZAK: Your ability scores might suck, but this isn't some fascist propaganda game--biology isn't necessarily destiny in D&D. Being clever and lucky often counts more than being born with good scores.
KIMBERLY: Anyway--Rookia is a half-elf.
ZAK: In D&D you don't have to be a human. If you're a different race, then you get bonuses to certain things and minuses in others. Like if you're an elf you're less likely to be tough but you're quicker than the average human.
KIMBERLY: My guy's tough!
ZAK: That's true, but that's because she's a barbarian. That's her class--in D&D, every character has a job, or a set of skills that represent what kinds of things they're trained in doing, which we call class. A barbarian has one set of skills, a wizard has another, a knight might have another, et cetera. You get to pick whatever class you want for your character. Because Kimberly's a barbarian she has skills that make her a more dangerous opponent in combat than the average elf. Like she has the ability to "Rage" which means she can temporarily make herself stronger and more dangerous once a day by becoming blood-crazed.
MANDY: In some role-playing games, you don't have "class" you just pick a lot of individual skills and talents and make up what kind of person your character is from scratch.
ZAK: Yeah, that's true, but I'm trying to keep things simple. Anyway, Kimberly...
KIMBERLY: I'm done.
ZAK: Ok, well what else do you know about your character?
KIMBERLY: Ummm...she's got an axe.
ZAK: In the game your character's got a name, some scores representing his or her abilities, a race, a job or class, a set of skills that come out of this class (or sometimes simply from being a certain race--like elves are good at finding secret doors) and then you've got some equipment. Kimberly's got an axe, a torch, some rations, some armor. The kinds of things you'd need if you were exploring. Also, anything you want to fill in about your character's background, you can---like if you want to say she has an aunt who died of leukemia or only eats beets then great, that's part of your character. Sometimes that stuff will come up in the game.
MANDY: In some games, that background stuff is provided for you.
KIMBERLY: Can we fight things yet?
SATINE: I want to find out what's in that weird tunnel we saw last game.
ZAK: Yeah yeah, ok, let's actually start playing. So you're in a dark tunnel, the walls are made of a smooth, shiny black rock that you've never seen before. Mandy, you light your torch.
MANDY: Don't tell me what to do! You can describe what's going on but just because you're the Dungeon Master it doesn't mean you get to tell us what we do. I'll light my torch if I want. If I feel like it I'll just sit in the dark.
ZAK: That's true.
MANDY: Then why'd you say it?
ZAK: To give you the opportunity to explain that to the newbie who's reading this.
MANDY: Well that's annoying.
ZAK: Anyway the point is I'm the game master or Dungeon Master or referee and I tell everybody else--the players--what's going on. So you're in this tunnel...
MANDY: I light my torch.
ZAK: Ok...so when you do that, you see a horrible blue goblin in front of you. It has hook-like fangs and black teeth and tentacles coming out of its ears and it's riding a giant frog.
KIMBERLY: I wanna, like, slay, all that which is in my path.
ZAK: Goblin first or frog first?
KIMBERLY: Goblin I guess.
ZAK: Ok, if you want to hit the goblin you've got to roll a certain number on a certain die. The number is determined by me, the Dungeon Master, by comparing your character's skill at hitting things with the goblin's armor number.
KIMBERLY: I know.
ZAK: I'm explaining the game to the newbie.
KIMBERLY: Yes, exactly and I rolled that so I hit it and now I roll another die to see how much damage my hit does and it's a big number so it's dead and his face comes off.
ZAK: Well it's pretty tough actually, so you hurt it and did a certain amount of damage but it's not dead. I am marking off exactly how hurt it is secretly over here, but I can tell you that it looks like it's in pretty rough shape from your axe blow and its teeth are bleeding. It rolls some dice to attack back.
KIMBERLY: Oh, fuck this guy.
SATINE: I'm gonna check the hallway to see if there's any secret doors.
MANDY: I'm gonna cast a spell to make the frog all greasy so the goblin falls off.
ZAK: Ok, Kimberly, the goblin [roll, roll] hit you. It rolls a 12 for damage. You're unconscious. Mandy, since you cast a spell the goblin has to roll a 17 or better to not fall off the frog--it doesn't. He falls off.
CONNIE: I'm gonna pet the frog.
KIMBERLY: Guys, that goblin just knocked me unconscious, don't you think you should take care of it before fucking around?
MANDY: We can't very well have a very good example if all anybody does is fight--we need to show that a character can do anything in the game that they'd be able to do if the situation was actually happening.
FRANKIE: I guess I'll shoot the frog--I mean, goblin--with my crossbow.
ZAK: Ok, Satine--(rolls dice)you find no secret doors. Frankie, roll a 13 or better to hit the goblin.
FRANKIE: Did it.
ZAK: Connie, you pet the frog. It licks you. Its tongue is sticky but rough, like a puppy's. Frankie roll some dice to see how much damage your crossbow bolt does.
FRANKIE: [roll roll] 7 points.
ZAK: The goblin dies. The frog's taken a liking to Connie, it says--"Thank you for saving me from that awful goblin! There's a room full of treasure due south of here."
CONNIE: Holy shit, a talking frog.
Epic.
My current canned response is
Tabletop roleplaying games are like Star Trek's Holodeck, a virtual reality handled with pen, paper, dice, and your imagination. Instead of a computer, a person, called the Dungeon Master, runs things. You will be playing a character and acting as if you are a hero in a fantastic situation.
Quote from: golan2072;778765I'm looking for a good and simple explanation of RPGs for complete laymen, i.e. people like my mother or my current girlfriend, who are not gamers, giving them a general idea what I do in my hobby. A youtube video would be perfect.
Why don't you just have them play a game? For RPGs, doing is the best learning.
I like to keep it simple and just say "It's a kind of board game." Sure that sells the hobby short but for purposes of every day conversation that's close enough.
You spend of a lot of time and effort explaining how roleplaying games work, comparing and contrasting it to all manner of things from WoW, to improv theatre, corporate training exercises, How to Host a Murder games or even playing Cops & Robbers for grown ups, they'll still will just come out with "It's a kind of board game" so why fight it?
When, in conversation, I mention that weekend plans include some roleplaying my sister often politely enquires regarding "who is leading?". By that she means who is GMing. I never feel the urge to correct her terminology; just the fact she appreciates there is such a thing as a GM is quite a victory.
The relevant episodes of Community or Freaks and Geeks, I think, should do nicely. That's what I've always used. They explain enough for you to know enough to go on with and then provide a pretty solid, entertaining example of how it works out.
You play a character in an imaginary world, like Tolkien's Middle Earth, or the Star Trek Universe, or a horror movie.
Your character can do just about anything an ordinary person in this world would be able to do, and he/she may also have special talents and extraordinary powers; in D&D, thieves are good at sneaking, wizards can cast magic spells, and so on. We keep track of these abilities and talents in a piece of paper called a character sheet.
We use a funny-looking dice and a hopefully not-too-complicated ruleset to decide what happens whenever you attempt something that might fail, like jumping from one rooftop to another, disarming a bomb or fighting a dragon. We do not expect you to know the rules; just declare what you want your character to do and the Game Master will tell you which dice to roll and what's the result.
I converted a group of die hard board gamers who never played before by telling them: You are like actors in a movie. You have personalities, things you are good at, things that you are not, but as the movie unravels, you get to write the script along with the referee. You can make whatever decisions you want and when chance is involved, dice are rolled.
Don't use words like dungeon master. . . .its too weird and will probably turn them off.
I ran a game for them that I presented as "1920s mystery with a touch of horror" and sucked them into a Cthulhu campaign. They has no idea. It was great. I created the characters for them merely asking a week in advance about profession, age, highest and lowest attributes and what they wanted to be skilled at. Keeping the die rolling to a minimum and having a quick start was really important.
Moving them through the start of the first scene also helped. All went to see a dying mentor and benefactor, but before they made it upstairs there was a gunshot and he was dead. He left them a box of artifacts, newspaper clippings, etc that lead them to investigate his research into a cult . . . And you know the rest.
It's great watching the first real decision a new group has to make. "You hear a gunshot upstairs. What do you do?!?!"
Four out of six players really took to it. The other two I think understand role playing and have an appreciation, it's just not their bag.
Good luck
Quote from: Vic99;778971I converted a group of die hard board gamers who never played before by telling them: You are like actors in a movie. You have personalities, things you are good at, things that you are not, but as the movie unravels, you get to write the script along with the referee. You can make whatever decisions you want and when chance is involved, dice are rolled.
Don't use words like dungeon master. . . .its too weird and will probably turn them off.
I ran a game for them that I presented as "1920s mystery with a touch of horror" and sucked them into a Cthulhu campaign. They has no idea. It was great. I created the characters for them merely asking a week in advance about profession, age, highest and lowest attributes and what they wanted to be skilled at. Keeping the die rolling to a minimum and having a quick start was really important.
Moving them through the start of the first scene also helped. All went to see a dying mentor and benefactor, but before they made it upstairs there was a gunshot and he was dead. He left them a box of artifacts, newspaper clippings, etc that lead them to investigate his research into a cult . . . And you know the rest.
It's great watching the first real decision a new group has to make. "You hear a gunshot upstairs. What do you do?!?!"
Four out of six players really took to it. The other two I think understand role playing and have an appreciation, it's just not their bag.
Good luck
That is the best example here.
I actually think for non geeks a Murder mystery 1920s type thing is a really good entry point. Lots of grown ups regard dwarves, elves, wizards and magic swords as the epitome of geekdom (to be fair they are pretty near the mark). The very same people have no issue with Holmes and Watson solving a crime or slasher flicks or whatever.
The Murder Mysteries I used to run in the UK woudl have 60 guests mostly 30-60 years old who would never consider pretending to be a hobbit looking for treasure in a dark dungeon but they are quite happy not only to pretend to be Dr Wilkins a 1930s GP but to dress up as him, talk in character for 2 days and try to unravel the mysterious death of Professor Langtry.
Quote from: jibbajibba;779086That is the best example here.
I actually think for non geeks a Murder mystery 1920s type thing is a really good entry point. Lots of grown ups regard dwarves, elves, wizards and magic swords as the epitome of geekdom (to be fair they are pretty near the mark). The very same people have no issue with Holmes and Watson solving a crime or slasher flicks or whatever.
It is also my experience that newbs to gaming tend to be less geeky than gamers, and respond better to mystery or horror scenarios than fantasy, SF or God help you, superheroes.
As a manager, I have sometimes during certain situations (hr), put my hands together and said: "Let's role play this situation". Some people are naturals, others are terrible, so the real question is how do you explain it to people who are terrible at role-playing?
Quote from: dragoner;779096As a manager, I have sometimes during certain situations (hr), put my hands together and said: "Let's role play this situation". Some people are naturals, others are terrible, so the real question is how do you explain it to people who are terrible at role-playing?
You give them obvious hand holds. I know this because I'm terrible at roleplaying.
Quote from: Marleycat;779108You give them obvious hand holds. I know this because I'm terrible at roleplaying.
Often I'll say to 'try to see it from their point of view' or something, it doesn't always work.
Quote from: The Butcher;779095It is also my experience that newbs to gaming tend to be less geeky than gamers, and respond better to mystery or horror scenarios than fantasy, SF or God help you, superheroes.
You have a point there, but suspect on that basis espionage might work even better. Horror tends to stack the deck against the players, depending on the person that might not be the best introduction to the hobby.
That said the 1920s (or other historical) twist might well work as a geek antidote with some. TV shows us that dress up a soap opera as costume drama it suddenly becomes classy.
Quote from: Soylent Green;779130You have a point there, but suspect on that basis espionage might work even better. Horror tends to stack the deck against the players, depending on the person that might not be the best introduction to the hobby.
That said the 1920s (or other historical) twist might well work as a geek antidote with some. TV shows us that dress up a soap opera as costume drama it suddenly becomes classy.
Espionage works as well agreed.
Quote from: Soylent Green;779130You have a point there, but suspect on that basis espionage might work even better. Horror tends to stack the deck against the players, depending on the person that might not be the best introduction to the hobby.
That said the 1920s (or other historical) twist might well work as a geek antidote with some. TV shows us that dress up a soap opera as costume drama it suddenly becomes classy.
Never did try espionage because my game of choice for this is a Palladium game and I like to offer newbs a chance to create a character. But I can definitely see the logic.
In any case, sounds like a great excuse to try Brendan's Terror Network. :)
Quote from: The Butcher;779095It is also my experience that newbs to gaming tend to be less geeky than gamers, and respond better to mystery or horror scenarios than fantasy, SF or God help you, superheroes.
Yes Murder Mysteries are great. I've also found quite a bit of success with Star Trek. Make the new person the captain of the starship and they are right in the game.
Imagine someone different from yourself. Then tell us what that person is doing in response to situations which present themselves. Try to only use the information that person would have instead of all that you know.
That's the role playing part.
Sometimes there is conflict or uncertainty. When your character is trying something and nobody's sure how it would turn out, we roll dice and compare them to charts to see what the result is. Then we tell that part of the story, based on those dice rolls, and move on.
That's the game part.
Agreed that espionage would also work. Yes, you have to sophisticate and mainstream up . . . . That's why I proposed 1920s mystery. Note that I said a touch of horror. I knew my audience. I tricked them a bit, but they were ok with it. Call of Cthulhu really lends it self to a deeper story.
Work in history or science depending on your audience . . . And keep it light without geeking out. Also important to keep the game moving. Don't get bogged down with dice rolling first time. As the GM you can handle it and let them roll sometimes.
I also did not use words like Cthulhu or Arkham. I didn't want players googling terms that sounded familiar.
Perhaps old west, something like Boot Hill would work too.
Quote from: Vic99;779414Agreed that espionage would also work. Yes, you have to sophisticate and mainstream up . . . . That's why I proposed 1920s mystery. Note that I said a touch of horror. I knew my audience. I tricked them a bit, but they were ok with it. Call of Cthulhu really lends it self to a deeper story.
Work in history or science depending on your audience . . . And keep it light without geeking out. Also important to keep the game moving. Don't get bogged down with dice rolling first time. As the GM you can handle it and let them roll sometimes.
I also did not use words like Cthulhu or Arkham. I didn't want players googling terms that sounded familiar.
Perhaps old west, something like Boot Hill would work too.
Basically avoid elves at all costs :)
Game of Thrones is a great example of this. They are pitching a fantasy story to the mainstream. They think that they have an in due to LotR and Harry Potter and the more adult story of GoT. Howeveer they market it very carefully, its not Tolkien with tits, Its Soprano's with Dragons.
The first series they downplay the supernatural and spin it out as a historical drama with intrigue, plotting and ...tits.
Once they have an audience then can start to dial up the fantasy bits.
My god my wife watches that show and every time I look up, there's naked women on the screen.
Quote from: Soylent Green;778902I like to keep it simple and just say "It's a kind of board game." Sure that sells the hobby short but for purposes of every day conversation that's close enough.
It's like a board game.
Only without a board.
JG
Quote from: jibbajibba;779446Basically avoid elves at all costs :)
Game of Thrones is a great example of this. They are pitching a fantasy story to the mainstream. They think that they have an in due to LotR and Harry Potter and the more adult story of GoT. Howeveer they market it very carefully, its not Tolkien with tits, Its Soprano's with Dragons.
The first series they downplay the supernatural and spin it out as a historical drama with intrigue, plotting and ...tits.
Once they have an audience then can start to dial up the fantasy bits.
Well, partially that was limited budget and partially because of the narrative. There actually hadn't been a lot of magic in the world at the time the story began, but due to the actions of one of the characters in the first book, magic starts to come back to the world, which is why certain characters like Melisandre can have power.
JG
Quote from: golan2072;778765I'm looking for a good and simple explanation of RPGs for complete laymen . . .
It's playing pretend, for adults.
Quote from: jibbajibba;779446[GoT is] not Tolkien with tits, Its Soprano's with Dragons.
:rotfl:
Quote from: Scott Anderson;779453My god my wife watches that show and every time I look up, there's naked women on the screen.
You say that like it's a bad thing.
And isn't that supposed to be Starz schtick, anyway?
I think everyone in this thread is overestimating the mainstream's fear of genre elements.
Quote from: LibraryLass;779672I think everyone in this thread is overestimating the mainstream's fear of genre elements.
Yeah.
I tell them that it's like those How to Host a Murder Mystery Dinner games. That usually gets the point across rather succinctly: as long as they've played one of those games before.
Everyone complains about the obligatory "What is roleplaying?" section in RPGs then ask "how do I explain RPGs?"
Quote from: LibraryLass;779672I think everyone in this thread is overestimating the mainstream's fear of genre elements.
Quote from: Zak S;779680Quote from: LibraryLass;779672I think everyone in this thread is overestimating the mainstream's fear of genre elements.
Yeah.
Quote from: Doctor Jest;779710Everyone complains about the obligatory "What is roleplaying?" section in RPGs then ask "how do I explain RPGs?"
At least three people in this thread are confused about what the word "everybody" actually means.
Quote from: Bren;779724At least three people in this thread are confused about what the word "everybody" actually means.
And at least one who is confused by hyperbole.
A link to a seven minute clip crossposted from the "future looks bright" thread because it fits this thread equally well:
Documentary proves girls will play D&D with boys (http://boingboing.net/2014/08/14/documentary-proves-girls-will.html) is a nice complimentary piece to the links Zak S provided upthread.
I usually don't have any problem explaining the hobby to the uninitiated, especially if it's a face to face situation like the one in the OP.
Usually I know a little bit of the persons, know what TV shows or books they like, and go from there.
My problem is people who are genuinely interested ("what do you actually do there?") but that have no experience or interest in any storytelling media, that don't relate to any activity that doesn't serve any practical use. People who can see value in outdoors activities, or crafts where the result is a thing that they can use, but sitting around a table and discussing imagined things with no bearing whatsoever on actual life?
People who don't "get" watching CSI, Seinfeld, or Sherlock (let alone Lost, Fringe or Game of Thrones...), or board games either.
I can explain the what and the how pretty well (having had a game store helps a lot in gauging the target and adjusting the spiel to the needs of different people) but in this case they always come back with a "ok, but why?"
I haven't found an answer to this, yet.
Quote from: Dirk Remmecke;779858I can explain the what and the how pretty well (having had a game store helps a lot in gauging the target and adjusting the spiel to the needs of different people) but in this case they always come back with a "ok, but why?"
I haven't found an answer to this, yet.
"Because we enjoy doing that."
Although in truth, there is no answer that will explain it to those folks. In matters of taste you can't answer the question why do you enjoy this thing that they don't enjoy. Or in the words of Oliver Wendel Holmes, "You cannot argue a man into liking a glass of beer." You try it and either you do or you don't enjoy it.
Quote from: Dirk Remmecke;779858I haven't found an answer to this, yet.
I explain it as similar to the desire to perform in a theater, sing a song, or other type of live artistic activity. You don't want just sit then and consume your entertainment but also actively create it.
This also includes a dash of social gaming like a chess tournament. The point of a chess tournament is to play chess but another point is to hang out with fellow chess enthusiasts. Well with tabletop roleplaying, the point is to experience an imaginary world, but also it is to hang out with fellow enthusiasts periodically.
Quote from: Zak S;778767This episode is super clear, I think--
http://www.escapistmagazine.com/videos/view/i-hit-it-with-my-axe/1872-Episode-18-200-lbs-Of-Meat-And-A-New-Fur-Coat
this is a text people have used to explain the basics
[snipped for length...
That's pretty damn good. :D
Sadly these days my first words to new comers might be more along the lines 'Run, run while you still can. It's too late for me but you can still save yourselves!"
Quote from: Soylent Green;779130You have a point there, but suspect on that basis espionage might work even better. Horror tends to stack the deck against the players, depending on the person that might not be the best introduction to the hobby.
That said the 1920s (or other historical) twist might well work as a geek antidote with some. TV shows us that dress up a soap opera as costume drama it suddenly becomes classy.
I've found that horror often works better with new players. They're not jaded and, when they get into it, respond more naturally to what they're characters are experiencing and less like they're trying outsmart the genre.
Quote from: Doctor Jest;779726And at least one who is confused by hyperbole.
*
chortle-snort*
Quote from: Dirk Remmecke;779858but in this case they always come back with a "ok, but why?"
I haven't found an answer to this, yet.
Because it's a game. Because it's fun.
Quote from: mAcular Chaotic;779988. Because it's fun.
That's really the only real answer but good luck trying to get some types of people to accept it.
Quote from: Dirk Remmecke;779858My problem is people who are genuinely interested ("what do you actually do there?") but that have no experience or interest in any storytelling media, that don't relate to any activity that doesn't serve any practical use. People who can see value in outdoors activities, or crafts where the result is a thing that they can use, but sitting around a table and discussing imagined things with no bearing whatsoever on actual life?
People who don't "get" watching CSI, Seinfeld, or Sherlock (let alone Lost, Fringe or Game of Thrones...), or board games either.
IME, you accept that they're not your core audience and move on.
The comparison they're most likely to "get" is performing in a play. I normally avoid that one because to me, the differences between RPGs and theatre are more important than the similarities, but to people like you describe who clearly aren't going to be playing anyway, it's okay to be imprecise or even a little misleading. Trying to get full understanding with the sort of people you describe is a lost cause anyway.
Quote from: purpleplatypus;780647IME, you accept that they're not your core audience and move on.
The comparison they're most likely to "get" is performing in a play. I normally avoid that one because to me, the differences between RPGs and theatre are more important than the similarities, but to people like you describe who clearly aren't going to be playing anyway, it's okay to be imprecise or even a little misleading. Trying to get full understanding with the sort of people you describe is a lost cause anyway.
Or maybe, telling stories around a camp fire or something like that.
I wrote following as introduction in RPG I am currently writing:
1 Introduction
Overlord is a game of social climbing set in a universe filled with young, beautiful and very ambitious aristocrats attempting to rise to the very top of massive interstellar empires.
Game's concept is to create a game universe, where players could immerse themselves in intrigues and plotting between aristocratic families.
The game works towards its vision with emphasis on status and fame. Main characters work towards these goals with carefully plotted intrigue where seduction, persuasion, subterfuge and outright lying are all possible courses of action.
Players who excel in their ambitions may find themselves as rulers of vast empires. However, the price of ambition is steep as well. Each action should have future consequences, some good and some bad.
It is a universe where ambition truly knows no bounds – but the price is often too high.
1.1 What is a Role-Playing Game?
A role-playing game is a game where Player pretends to be someone else. Player's alter ego has detailed attributes, skills and resources which make her character as detailed as any major heroine in a novel. This character exists in a fictional game universe which is also detailed. Depending on a setting this universe may have intriguing people, places, societies and situations that character will face. During the game Player acts out the part of her Character as if that character actually existed in this fictional universe that Game Master has created.
Game Master (GM) is one of the players acting as a referee. She works within rules framework objectively determining the effects of Players actions. At the same time Game Master acts as a master storyteller who weaves the tale that Players hear. She is responsible for telling Players both what is happening to their characters and what their characters are seeing in this universe. She also runs all those characters that Players own characters meet from poor beggars of the street to wealthy nobles in their palaces.
The real thrill of a role-playing game is in pretending to be someone else to what one actually is in a real world and doing it socially. You can really be anyone you wish within imaginary universe and its rules.
At the same time it is important to understand that role-playing is not about GM writing or telling a pre-determined story. Players have free will and they decide what their characters do. They enjoy themselves being active participants in this exciting game. Any story is created after the game by remembering characters actions and reassembling them into some kind of coherent narrative.
QuoteDesigner's Notes: Role-playing games do not have rules that make players to role play. Role playing is a voluntary activity that comes from immersion of Player to game being played.
Two types of immersion can be identified:
Impersonal Immersion comes when players notice that each and every character is both unique and their representation within rules matches the description in what players have wanted them to be. For example a strong character can be made and rules concerning strength are sensible to all players. Sensible and fair game rules support this immersion.
Personal Immersion happens when players choose to identify themselves with their characters. This typically happens when character behaves and responds as player would want to respond in a given situation. Thus players start to feel that detail they put to game is what they are themselves doing rather than their characters are doing.
Role-playing games support immersion with two methods:
First, open-ended storytelling where players have complete freedom of action with their characters in fictional universe within rules framework.
Second, ability to carry out dialogue between Players' Characters and non-player characters of GM.
Quote from: golan2072;778765I'm looking for a good and simple explanation of RPGs for complete laymen, i.e. people like my mother or my current girlfriend, who are not gamers, giving them a general idea what I do in my hobby. A youtube video would be perfect.
You play a character in a virtual world.
Quote from: golan2072;778765I'm looking for a good and simple explanation of RPGs for complete laymen, i.e. people like my mother or my current girlfriend, who are not gamers, giving them a general idea what I do in my hobby. A youtube video would be perfect.
I sit around with my friends making up crazy stories together. We use dice sometimes to figure out what happens next.
In between stories, we drink beer and tell jokes.
Quote from: RPGPundit;783011You play a character in a virtual world.
Succinct and accurate for my tastes in gaming. I like it. :)
One minor quibble: while probably all sci-fi/fantasy fans and nearly all if not all nerds would get the virtual world bit, some people would not understand the phrase without further explanation or an analogy to Murder Mystery parties, kids playing cowboys & Indians and cops & robbers, video games, TV series, movies, novels, etc. Of course the specific explanation or analogy should be tailored to the audience and something they are already familiar with so a generic response isn't really the best way to go and is probably better left out because really shorter is better. Give them just enough explanation to get them to either try playing or to move along.
It's like a video game, but really slow and you have to buy thick books full of rules so you can argue on forums.
Trying to explain roleplaying games with a transcript of play is the worst possible way to introduce anyone to the hobby. RPGs aren't a spectator sport, and the enjoyment derived is purely through participation. Every time I read one of those transcripts, I envision how I'd react if I knew nothing about RPGs...and cringe. "Nerds talking about non-existent bullshit." Yep.