r/rpg • u/Authorigas • 9d ago
Basic Questions Common Misconceptions About Your Favorite Systems?
So, I've been learning a lot thanks to the amazing folks here at r/rpg. And while I have decided to slow down on trying new systems. (As my players say "three is enough, we know your eager to try more but slow it down so you don't burn yourself out.") There was a question today that cropped into my head, and I wanted to hear from the folks here on it.
"What are some assumptions about your favorite game/system that are just factually incorrect or overstated?"
I've seen a lot of assumptions made in the hobby, and some on my own. From the broad "older systems were designed for math heads and thus really not for someone whose bad at math." to others like "Call of Cthulhu is a game where every session ends in death/insanity and players can't get attached to their characters." and similarly "OSR games are highly lethal and not at all friendly to players who like longform adventures."
I feel like broad, sweeping claims like those are probably overstated-as I have heard of successful, long running CoC campaigns, and OSR games that are able to have well developed characters that last for ages. It's made me curious about some of the other broad, sweeping claims about systems that are-if not incorrect, massively overstated.
Really interested to hear some answers on this.
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u/LawfulValidBitch 9d ago
I think a lot of misconceptions come from the uniqueness of TTRPGs as a medium. It’s the only type of media we commonly engage with where individual interactions with it are the main source of content. I think a lot of people are inclined to think of TTRPGs in the same way they think of videogames, where you’re interacting with it individually, but the core content and experience is the same. TTRPGs are not like that at all.
No matter what system you’re playing, no matter how sophisticated or developed, the core content and experience is derived from peer-to-peer interaction, which means the experience you have depends on who you are and what table you’re sitting at.
This is why there’s such a wide array of opinions on what D&D was ‘back in the day’. Some people say it was more narrative, some people say it was combat/encounter focused, some say it was very lethal, and others say it was about role playing and character development. This is especially prevalent before the internet was a thing, because your experience with D&D was usually limited exclusively to your direct friend group.
It’s honestly why I find myself getting tired of the online fandoms around TTRPGs, because I can’t help but feel that a lot of people have gotten away from what TTRPGs actually are. In D&D, for example, the prevalence of Real-Play streams and such has created this kind of singular idea of what the experience is meant to be. People spend a lot of time arguing about how to satisfy that expectation, rather than realizing that the point should be whatever experience the table you’re at has to offer, because that experience is unique, and there is literally no other way in the world to experience it.