#RPGaDAY2018: Day 2 — What do you look for in an RPG?


It’s been a thrill reading through everyone’s responses to this year’s RPGaDay and I believe we’re certainly trending upward. I’m seeing far more posts out of the gate than last year and I think a lot of that can be attributed to Anthony Boyd’s tireless promotion and David Chapman’s vision.

Chapman identified a need to counteract negativity in our hobby and RPGaDay shines a spotlight on all that’s good and true in gaming. It’s great to see so many taking part in this celebration.

And speaking of taking part, let’s have a look at Day 2’s question, “What do you look for in an RPG?”.

This is an easy one. Good show tossing some underhanded ones at the start to ease into this thing.

What I look for, first and foremost, is teachability.

I want a game that is adaptable, flexible, and malleable, with rules that are streamlined so that players are not bogged down by complicated algorithms and equations. There’s no room for algebra at the table (though admittedly, geometry and physics do tend to come into play). I want a game that breathes, so that players can immerse themselves into their characters and concentrate on roleplay.

I like a game that I can teach a new player, delivering the basics in a few minutes, and whose gameplay is intuitive, so that the majority of the learning comes while playing.

Why has Dungeons & Dragons 5e been so successful, sparking an rpg renaissance the likes of which we’ve not seen since the early 1980s? Because of its simplicity and its emphasis on roleplaying over rules.

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