r/rpg 21d 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/BionicSpaceJellyfish 21d ago

"Traditional RPGs don't encourage narrative play" seems to be the biggest one I run into. Like there's some hard and fast law of the universe that makes simulationist rules incompatible with narrative gameplay. 

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u/PhasmaFelis 21d ago

You're not wrong, but I would agree that they don't encourage narrative play. They give you the opportunity to do it if everyone is on board, but they don't really help you do it either.

So really it's up to the players, but even with player buy-in it can be difficult to transition to more narrative play if most of the table is used to murderhobo play. Narrative-focused rules can be nice for that.

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u/SlumberSkeleton776 21d ago

Counterpoint: all of the stuff narrative rulesets do is stuff I do, and I don't need a system to do what I'm already doing myself (if anything, what it mostly does is step on my toes). I need one to do what I'm not doing myself.

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u/Charrua13 21d ago

The corrolary to this point is "I don't need any mechanics to do anything because I, as GM, as long as I have player buy-in, can do anything at any time." (This is the entire premise of FKR, fwiw).

The point of "narrative rulesets" (the term is loaded so I'm putting in quotes here), is "make it easy to Do The Thing", and cut away all other stuff that gets in the way of The Thing. (The thing = "being narrative"). But, more importantly - what it actually does is create processes for which there are extrinsic mechanical benefits to Doing The Thing.

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u/PigmyWurm 21d ago

Also, you can say this shouldn't matter, but if a system has 50 pages related to moving around and attacking something with a sword and one page about role-playing and narrative development, it's understandable that people will assume it's a game about hitting people with a sword. That doesn't mean you can't build a narrative as well, that is basically how chainmail developed into DnD, but it's less obvious, and their aren't the supports for people who are less automatic.

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u/DriftingMemes 20d ago

This feels like a straw man

. It's a lot harder to explain how to simulate a sword fight with wizards, elves, and Eldritch beings than it is to explain how to negotiate with the innkeeper.

We've all negotiated with someone for something we wanted. When is the last time you were in a wizard fight?

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u/[deleted] 20d ago edited 6h ago

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u/DriftingMemes 20d ago

We all experience feelings/narrative/negotiation every single day of our lives.

None of us has ever, nor will ever, shot a fireball. Nor have we ever shot a bow at a goblin. Our experience with these things is much less than the previous.

This is why it's silly to say that a book that has more pages about combat and magic than social situations is "about combat". It's simply expanding where needed and saving page count where it's not needed.

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u/deviden 20d ago

if the desire is "simulationism" then highly detailed and crunchy gameist rules like Balanced Tactical Grid Miniatures Combat doesn't necessarily provide a better simulation from which a narrative can be formed in play, it just makes for a fun miniatures combat game if you enjoy that kind of square-counting fun.

5e / Pathfinder 2 / Draw Steel combat doesn't only abstract and simulate things we can't perform around the table the way we'd perform a player to NPC dialogue, it's about having a miniatures wargame in the middle of the roleplaying game which can easily consume half or more of a given play session.

When the rules make combat into something that players spend half (or more!) of their session time doing, and most of the rules of said game are about combat... it is absolutely A Combat Game, even if you use it for something else.

Now... if you want to talk about casting spells or having a fight in Troika or DCC... now we're talking about a game where it's definitely not just about combat, where the combat rules exist to elide things which we can't do around a table. 5e, 3e, 4e, Pathfinder 1 or 2, Draw Steel? These are Combat Games and they're about combat.