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    • CommentAuthorWillow
    • CommentTimeNov 28th 2007
     # 1
    Sacred cows of roleplaying games. Go.

    *Games have physical conflict, which needs lots of rules.
    • CommentAuthorBailywolf
    • CommentTimeNov 28th 2007
     # 2
    The player decides exactly how his character acts and reacts.

    This one is one my mind because I'm toying with a design which directly threatens this cow.

    -B
    •  
      CommentAuthorbuzz
    • CommentTimeNov 28th 2007 edited
     # 3
    * System and setting are separate ("crunch" and "fluff"), generally segregated into their own chapters/sections.

    E.g., I've seen many people assert that Burning Empires lacks sufficient setting info based solely on the page count of the introductory chapters, completely overlooking the fact that every last syllable of that book is asserting and describing the setting.
  1.  # 4
    *You have to be "smart" and/or "creative" to play them.
  2.  # 5
    Here's one I think sucks: The most important goal for a publisher is the number of sales of product.
  3.  # 6
    Posted By: Matt_SnyderHere's one I think sucks: The most important goal for a publisher is the number of sales of product.


    Oh, good one! And there's one on the (traditional) consumer side that's kind of analogous: you're supposed to keep looking for the One Perfect System and play it all the time once you find it.
    •  
      CommentAuthorMatthijs
    • CommentTimeNov 28th 2007
     # 7
    * Role-playing games are a discrete set of activities with clearly defined boundaries
    * Role-playing games are important
    •  
      CommentAuthorAndy
    • CommentTimeNov 28th 2007
     # 8
    Posted By: BailywolfThe player decides exactly how his character acts and reacts.


    Good one.

    Only the character's player gets to decide what that character thinks or feels.
    •  
      CommentAuthorPaul B
    • CommentTimeNov 28th 2007
     # 9
    The GM runs the world, and the player runs his own character -- and nothing else!

    Combat is the most important kind of conflict.

    Social conflicts can/should be modeled just like combat (two cows for the price of one!)

    Without a system for character progression, games cannot be played long-term

    The GM is the only participant required to serve the group's collective fun; players are responsible only for their own personal fun

    p.
    • CommentAuthorBailywolf
    • CommentTimeNov 28th 2007
     # 10
    <blockquote>

    Only the character's player gets to decide what that character thinks or feels.</blockquote>

    Also a good one.

    It dovetails with "social mechanics are secondary to 'role playing' "
    •  
      CommentAuthorAnemone
    • CommentTimeNov 28th 2007
     # 11
    You know, I think I'm not clear on the definition of "sacred cows" in this context. I see all these assumptions challenged regularly -- and successfully.
    • CommentAuthorjdrakeh
    • CommentTimeNov 28th 2007
     # 12
    Posted By: Matthijs
    * Role-playing games are important


    God, yes.

    *Role-playing games need to be strange or different to be fun.
    • CommentAuthorMark W
    • CommentTimeNov 28th 2007
     # 13
    Role-playing games are played by gamers

    Role-playing games involve playing a role

    Role-playing games are about one story at a time

    Role-playing games are about protagonists
    •  
      CommentAuthorbuzz
    • CommentTimeNov 28th 2007
     # 14
    Posted By: AnemoneI see all these assumptions challenged regularly -- and successfully.

    I was going to comment on this as well. It's of the reasons I love the indie/story scene so much.

    Also, are we talking sacred cows of game design, or the gaming hobby?
  4.  # 15
    Sure, Mark and Sophie, I agree.

    And, I think there are indie sacred cows. I'm guilty of that, I'm certain. And, some of those indie sacred cows could probably stand some tipping.
    • CommentAuthorEric
    • CommentTimeNov 28th 2007 edited
     # 16
    Roleplaying games are a worthy way to spend one's time.

    Roleplaying games have value. (Overlaps with "Roleplaying games are important")

    Roleplaying games are not a pointless exercise in group masturbation.
  5.  # 17
    * "Mature" roleplaying needs to be about Exploring Important Themes. (Note: "killing monsters and taking their stuff" counts as an Important Theme if approached with the appropriate level of hipster irony.)
    • CommentAuthorJudd
    • CommentTimeNov 28th 2007
     # 18
    System matters.

    Collaboration = player buy-in.

    The supplement treadmill does nothing to enhance play.

    There are no sacred cows and anyone who says that there are is trying to strengthen their own ideological dingus.
    •  
      CommentAuthorPaul B
    • CommentTimeNov 28th 2007
     # 19
    Ooh! Indie sacred cows!

    Games are inherently better when the players collaborate.

    The play experience is superior in all ways when the system focuses on one narrow play experience. AKA Incoherence is Bad.

    The GM-player relationship inevitably leads to abuse, and rules must be in place to keep that from happening.

    You can bribe players into any behavior you wish.

    Rules can fix broken people.

    p.
    • CommentAuthorLarry
    • CommentTimeNov 28th 2007
     # 20
    Role-playing game texts can be written to a universally single set of assumptions held by readers about what a "role-playing game" consists of, based on prior experience, and since this game is simply a special case of "role-playing game," certain things are assumed to be clearly understood by everyone reading, and no person will bring to their reading a bunch of unusual assumptions about "role-playing game" which are not actually a part of the game the author describes. A bit of text at the front of the book (which usually invokes some patronizing reference to childhood activities) can suffice to bring readers who are not adequately experienced in "role-playing game" up to speed.

    Role-playing game texts are collections of rules optimized for quick reference, as opposed to teaching texts. Ideally, every so often, material from supplements should be recompiled into a single, easy to use set of rules, regardless of the barriers this will create for new players.
  6.  # 21
    Wow, some of those hit close to home ... I'm going to start a companion thread to talk about effective implementation of these cow-killing assumptions. Paul, I'm too much of a mutant to even imagine a system that would be better because players didn't collaborate. So that's good stuff. Keep 'em coming!
    •  
      CommentAuthorRyan Macklin
    • CommentTimeNov 28th 2007 edited
     # 22
    I've always referred to these as assumptions. To me, a sacred cow is a personal artifact in a game, like "Damnit, I don't want to kill my XP system because it is the best evar and it's why I made the game and why I love it love it love it." The difference is that assumptions are either made to be challenged or aren't even seen as things to change -- not put up on a pedestal, but just covered by an illusion of "no, that's how stuff always is."

    But I'll play along with an indie one that I see often: You don't need to spend text defining things like what a role-playing game is, common RPG terms like "GM", etc. People already know that, or will learn from someone who does.
    • CommentAuthorPaul T.
    • CommentTimeNov 28th 2007
     # 23
    Roleplaying games are not for _regular people_.

    (i.e. You must have a certain set of weird likes and dislikes, as well as a particular skillset, to play an RPG. If you invite your mom to play with you, she's going to be a "bad" player, or isn't going to enjoy the experience. I guess what I'm really saying is: "gamers" are different from "normal people".)
  7.  # 24
    I agree, Ryan. Here's one, which can obviously be really cool but often drifts into lazy designer shorthand:

    *Set stakes
    •  
      CommentAuthorJoe Murphy
    • CommentTimeNov 28th 2007
     # 25
    Posted By: Paul T.Roleplaying games are not for _regular people_.


    Gosh, yes.

    Game settings need magic of some kind, or players won't be interested.

    Characters advance.

    Good game books are 11x7 and ~300 pages. Similarly, good game books are quirky shapes and 32 pages long.

    Games need randomisers or it isn't a game.

    Getting to correspond with the designer makes indie games amazing.
  8.  # 26
    Posted By: Joe Murphy
    Good game books are 11x7 and ~300 pages. Similarly, good game books are quirky shapes and 32 pages long.


    Or, heck, even "good games need to be written down somewhere."
  9.  # 27
    Here's something I'm liking out of this thread: for most of these assumptions, I can list off games that at least attempt to break them.

    That warms my game designer heart.
    •  
      CommentAuthorAdam Dray
    • CommentTimeNov 28th 2007
     # 28
    You need a sheet to record your character.
    You play RPGs around a table.
    After playing an RPG, you have told a story.
  10.  # 29
    Another one from me: You need to design a whole new system for your idea.

    Man alive, I'm guilty of that, though there are reasons that this assumption exists rooted in the history of the hobby. Doesn't make it any less of one, though.
    • CommentAuthorJudd
    • CommentTimeNov 28th 2007
     # 30
    RPG's need to have clearly stated design goals.

    RPG's need to be books.
  11.  # 31
    *You should design a game
    *You can't design a game
  12.  # 32
    Some I'm dealing with presently:

    Using a d20 in your system means your game will necessarily turn out a lot like Dungeons & Dragons.

    Min-maxing must be prevented by the game designer at all costs.

    Allowing players the right to narrate certain things will destroy the campaign world.
    •  
      CommentAuthorE.T.Smith
    • CommentTimeNov 28th 2007
     # 33
    Character failure is always a possibility.

    Characters are defined before play begins.

    "Play" is a distinct unit, with a beginning and end point, ecapsulated by a session.

    RPG's are social events, a face-to-face meetings between multiple participants.
  13.  # 34
    Here's one I see more in "traditional"-like games: There need to be critical successes & failures.
    •  
      CommentAuthorMatthijs
    • CommentTimeNov 28th 2007
     # 35
    * It's possible to play this game wrong.
    * It's impossible to play this game wrong.
  14.  # 36
    * Whether someone has all of it, everyone has some of it, or it moves around, Authority is always in there somewhere.
    •  
      CommentAuthorAndy
    • CommentTimeNov 28th 2007 edited
     # 37
    Posted By: Jason MorningstarWow, some of those hit close to home ...


    Totally. I'm loving the Indie Sacred Cows. Judd is sitting there like a butcher in a slaughterhouse with a sharp knife and an apron, that's good stuff! More!

    EDIT: Nice, Filip!

    -Andy
    • CommentAuthorJudd
    • CommentTimeNov 28th 2007
     # 38
    Reward mechanics effect what the players do.

    Actual Play threads are of any use when sussing out techniques and patterns of play.
    •  
      CommentAuthorAndy
    • CommentTimeNov 28th 2007
     # 39
    A game must, or should have rules that address success and failure (be it comparing numbers, rolling dice, drawing cards, etc).
  15.  # 40
    Posted By: Matthijs* It's impossible to play this game wrong.

    It's impossible to play this game right.
  16.  # 41
    Here's one of my own (and I don't know if I can even break it): A game requires by assumption that there be lasting consequences.
  17.  # 42
    Posted By: Ryan MacklinA game requires by assumption that there be lasting consequences.

    Oh, snap! Take that one to the practical thread.
    • CommentAuthorWillow
    • CommentTimeNov 28th 2007
     # 43
    Here's another indie-cow.

    *Narration rights. Players must have them, and they must be explicit in the text.
    • CommentAuthorJ. Walton
    • CommentTimeNov 28th 2007
     # 44
    One player -> one character.

    One character -> one player.

    The GM's responsibilities are a necessary requirement for roleplaying. Even if there is no GM, these responsibilities need to rotate or be distributed among the players for roleplaying to be possible.

    Fanfic and fortuneless play are something fundamentally different from roleplaying.

    Roleplaying is better off not addressing real, contemporary issues (which isn't enjoyable), but should focus on fantasy and historical stuff.

    The purpose of roleplaying is "having fun."

    Roleplaying is a game.

    Roleplaying is a valuable, artistic endeavor and needs to be valued as such.

    There are a ton of publishing ones, both in the mainstream and indie communities. Like: You are not a real (indie) game designer until you have written and published a game IN PRINT and sold it at GenCon, preferably through one of the post-Forge booths. Designing supplements for existing games is an easier and lesser task. Collaborating with someone else is easier (or harder) than publishing something on your own. Products with more pages are better (or worse) than products with fewer pages. 80-100 pages is the minimum for a "complete" roleplaying game. There are even cows about the dimensions of games, like how most indie games are digest or freaky (square!) sizes while most mainstream games are 8.5x11s. Games that sell more copies are better.

    Designing for print (or PDF) is real design work. Designing for free publication or for your home group to play is not real design and can't possibly be as good or as interesting.

    The most important part of roleplaying is actual play.
    • CommentAuthorJ. Walton
    • CommentTimeNov 28th 2007
     # 45
    Also:

    Games need resolution systems to resolve (PICK ONE: conflicts between players, conflicts between characters, "what happens next," stakes, etc).
    •  
      CommentAuthorRyan Macklin
    • CommentTimeNov 28th 2007 edited
     # 46
    Posted By: Jason Morningstar
    Posted By: Ryan MacklinA game requires by assumption that there be lasting consequences.

    Oh, snap! Take that one to the practical thread.

    Done (though, its own thread by Andy's request in the one you started)
  18.  # 47
    Posted By: Jonathan WaltonThe GM's responsibilities are a necessary requirement for roleplaying. Even if there is no GM, these responsibilities need to rotate or be distributed among the players for roleplaying to be possible.

    I'd love to see this one spawn a Kill a Cow thread.
    •  
      CommentAuthorJoe Murphy
    • CommentTimeNov 28th 2007
     # 48
    New editions break old editions. Or invalidate. Or fix.

    It's about having fun. I don't need to define what fun is. It just is.

    The mechanics should reflect the color of the game - eg, poker in a Western.
    •  
      CommentAuthorAdam Dray
    • CommentTimeNov 28th 2007
     # 49
    It is cheating to get what you want in a role-playing game via monetary bribes, backrubs, personal relationships, flattery, sexual favors, etc.
    •  
      CommentAuthorbuzz
    • CommentTimeNov 28th 2007
     # 50
    * The common GM/players set-up is zero-sum. I.e., if you give the players more power, it means that you're taking away power from the GM.
    •  
      CommentAuthorMax Higley
    • CommentTimeNov 28th 2007
     # 51
    Posted By: Adam DrayIt is cheating to get what you want in a role-playing game via monetary bribes, backrubs, personal relationships, flattery, sexual favors, etc.

    Man, I wish I had something you wanted. ;)
    • CommentAuthormothlos
    • CommentTimeNov 28th 2007
     # 52
    Magic activities require the expenditure of a resource, but physical activities don't.
    • CommentAuthorJ. Walton
    • CommentTimeNov 28th 2007
     # 53
    Posted By: mothlosMagic activities require the expenditure of a resource, but physical activities don't.

    Hot.
  19.  # 54
    A new game has to be innovative in some way.
  20.  # 55
    Another publisher one: "Publishing" means making a physical book, with all the trappings books have -- art and whatnot.
  21.  # 56
    A roleplaying game needs two or more people.
  22.  # 57
    This has been addressed in other words, but to be specific: Conflict requires antagonists
    •  
      CommentAuthorMerten
    • CommentTimeNov 29th 2007
     # 58
    Roleplaying game needs to be a game.
    A roleplaying publication needs to have crunch (aka. mechanics).
    The end product of a roleplaying event should be a story.
    Roleplaying event should involve excitement and should be fast-paced (I was thinking about awesome, but it's such a vague term).
    Different kinds of roleplaying mediums (tabletop, larp, MMO, etc) are somehow fundamentally different.
    There needs to be abstraction that separates players from the fiction and puts them on even ground (social mechanics, etc).

    A lot of the previously mentioned hit close to home here, and I like it.
    •  
      CommentAuthorRyan Macklin
    • CommentTimeNov 29th 2007 edited
     # 59
    Posted By: MertenRoleplaying game needs to be a game.

    Half of me agrees with you, and half of me needs to point out that it's a game by definition. Clearly the latter is supporting evidence for the former.
    •  
      CommentAuthorMerten
    • CommentTimeNov 29th 2007
     # 60
    Posted By: Ryan MacklinHalf of me agrees with you, and half of me needs to point out that it's a game by definition. Clearly the latter is supporting evidence for the former.


    I thought about adding semantics, but that would have broken the nice list. But yeah; the game in roleplaying game is something that's been tagging along - it's good for explaining roleplaying as a phenomenon as most of the roleplaying takes a form of game a huge majority of publications do include a game. It's bad if we think that game-elements are essential for roleplaying and because it leads to the endless argument of what a game actually is.
    • CommentAuthorJ. Walton
    • CommentTimeNov 29th 2007
     # 61
    I tend to think of the hobby as "roleplaying" rather than "gaming" for that very reason. Contemporary roleplaying, in all its forms, is really more about intentionally crafting experiences of play (for however you define "play").
    • CommentAuthorNicklessguy
    • CommentTimeNov 29th 2007 edited
     # 62
    - Roleplaying for Story needs the theme of the story to be addressed through "protagonizing choices" of the PCs

    and the related

    - Themes for a good story game should be preferably expressable as (moral) dilemmas

    The examples Jonathan gives in this post apply so well I was tempted to follow up in that thread.
    •  
      CommentAuthormerb101
    • CommentTimeNov 29th 2007
     # 63
    A game without supplements is a one-shot game. Or unpopular.

    ME
    • CommentAuthorJ. Walton
    • CommentTimeNov 29th 2007
     # 64
    Paolo, yeah, totally. Story games have tended to focus on Clinton's infamous question "What would you stab someone in the face for?" or its emotional equivalent "What would you break someone's trust / heart for?" (cross-reference: Sorcerer, Dust Devils, MLWM, Dogs, Polaris, Burning Anything, TSOY, Hero's Banner, Mountain Witch, Cold City, etc., etc.). There's clearly a lot of good bloody story meat there. But there are also many other kinds of stories.
    • CommentAuthorcydmab
    • CommentTimeNov 29th 2007
     # 65
    This is I think pretty close to a true Sacred Cow, or at least, I've never read or played a rpg without it:

    At least some specific characters should be associated with specific players in some mechanically relevant way. (That is, all characters should not be held in common)
  23.  # 66
    Yes, Jonathan, you got exactly to my point. I forgot to specify that I wasn't criticising Clinton's question, protagonizing choiches and so on: they are excellent techniques which give rise to awesome gaming. The point was simply they (as well as the whole "addressing premise thorugh character choices" thing) are not the one and only way to do Story Gaming.
    •  
      CommentAuthorAndy
    • CommentTimeNov 29th 2007
     # 67
    Posted By: NicklessguyI forgot to specify that I wasn't criticising Clinton's question, protagonizing choiches and so on: they are excellent techniques which give rise to awesome gaming. The point was simply they (as well as the whole "addressing premise thorugh character choices" thing) are not the one and only way to do Story Gaming.


    Oh, we totally get that, no problem.

    This thread is totally about love and discomfort. To see some folks up in the thread take some of those "indie sacred cows" to task by listing them, it feels uncomfortable, and yet good. Like a really hard exercise workout. Or sitting in seiza under a waterfall.

    -Andy
    • CommentAuthorcydmab
    • CommentTimeNov 29th 2007
     # 68
    These are cows I don't think should be slaughtered (I'm using the definition of "implicit, unquestioned, universal assumptions" for "sacred cow")

    1. RPGs should be a amateur hobby; no one participating in the game should be paid money for their services. Games should not be designed with the understanding that someone will be compensated with cash by the other players.

    2. Cash should not be a reward structure in the game - RPGs should not be a form of gambling for money.
    •  
      CommentAuthorPaul B
    • CommentTimeNov 29th 2007
     # 69
    The way you hear some people talk about their games, accomplishing things in RPGs might be worth more than money.

    p.
    • CommentAuthorLarry
    • CommentTimeNov 29th 2007
     # 70
    "Rulebooks" and "adventures" are separate, interchangable components of a roleplaying game. (Counterexample: The Mountain Witch)
    •  
      CommentAuthorMax Higley
    • CommentTimeNov 29th 2007
     # 71
    Posted By: cydmab1. RPGs should be a amateur hobby; no one participating in the game should be paid money for their services. Games should not be designed with the understanding that someone will be compensated with cash by the other players.

    Hmm. I might try and slaughter that one. If someone could reliably produce fun, I would pay for it -- in fact, I already do. I rent movies, buy books and magazines, pay for internet access. And I wouldn't mind getting paid for making roleplaying fun either.
  24.  # 72
    Max: well, in some limited way that cow was maybe born dead, if we formulate it as "getting paid for making roleplaying fun." We regularly pay designers and publishers for play procedures which are supposed to make our roleplaying fun, and we do it since D&D.

    Paying some contribution in order to play is relatively common, too. Lots of larps require it, many gaming clubs have an association fee, and so on.
    However, that money mostly covers expenses; getting paid in order to give people a good play experience with more direct means than writing manuals seems still quite taboo, with some exceptions, the most notable of which is maybe a small number of "professional larpers" (I met just a couple, both from Scandinavia).

    Andy: well, I wanted it to be clear that I actually like the techniques in question.. But maybe it's implicit in my presence on the forum. ^__^

    And yes, addressing one's own sacred cows is healthy. So I'll push forward another one, quite close to home for me, which I'm handling by the horns right now and not without much pain:

    "RPGs, and Story Games in particular, are the way for creatively sharing stories among friends, and are quite efficient at it."
  25.  # 73
    An easier, but still very lively in some circles, one.
    It can become harder and more painstaking if one looks at the possible connection with the previous cow I brought here.

    "Emphasising the story aspect of our gaming in public talk makes us look better."

    VtM docet.
  26.  # 74
    * RPGs serve some other, vastly more mature and important purpose than just providing us the excuse we think we need to play Let's Pretend.
    •  
      CommentAuthorPaul B
    • CommentTimeNov 29th 2007
     # 75
    * Telling a good story through a game is incompatible with indulging an empowerment fantasy.
    • CommentAuthorcydmab
    • CommentTimeNov 29th 2007
     # 76
    What I have in mind is something like a game that has a special position that requires some combination of extreme expertise, preparation, time, or drudgery. No ordinary person either would (drudgery) or could (time) voluntarily take on this game-function unless they were paid to do so. If this position however generated so much fun for the other players that they'd be happy to pay then such a design might work.

    (and yeah, I am implicitly ignoring game designers, and do think of some LARP organizers as a possible counter-example to the cow.)
    •  
      CommentAuthorMax Higley
    • CommentTimeNov 29th 2007
     # 77
    Posted By: cydmaba special position that requires some combination of extreme expertise, preparation, time, or drudgery.

    Like GMing? For some groups, I think this matches up with the perception. Maybe not so much for others. But reading your post backwards and hunting for secret messages, I'm hearing a call for a roleplaying game that is so complicated and unfun to GM, yet still quite good for the players, that no one would voluntarily GM it yet players would pay for it. My evil mastermind genes are kicking in...
    •  
      CommentAuthorOgremarco
    • CommentTimeNov 29th 2007
     # 78
    Sacred cows exist without reason and must be slaughtered.

    Hey, if we're being honest.
  27.  # 79
    Posted By: OgremarcoSacred cows exist without reason and must be slaughtered.

    Hear, hear. I was thinking this as the threads evolved, but didn't think of it as a sacred cow itself. Nice.

    In that vein: If something is stated as an absolute (like "RPG must be fun"), it's a sacred cow to be slaughtered.
  28.  # 80
    Comparing RPGs to stories / games / theatre / dingus is valuable.