“The essence of a role-playing game is that it is a group, cooperative experience.”
— Gary Gygax
After
last week’s missive
about “rigid” and “free” rules I started thinking about the
flexibility roleplaying
games have always offered and
the variable experience they
provide when mixing a
rules system with a setting, a
particular gamemaster, and
a certain
group of individual
players.
Sure, all
games
provide some
variability with
different participants within
the more rigid structure rules impose.
But
roleplaying games offer a lot of room for interpretation to
suit different play styles:
which
rules a gamemaster relies on and which they use infrequently or even
ignore completely; to
what degree the participants
focus on rules, character roles, or setting; where
an adventure moves and how it involves players and their characters.
Roleplaying
games give us lots
of freedom between
the rules as written and how
we run them,
subject to interpretation and collaboration between everyone
at the table.
All
these variables sometimes lead to inconsistent quality. Sometimes
game
sessions
can be terrible; but with the right combinations, the experience can
seem magical. Each
person at the table and their interpretation of a game (internally as
a mindset and externally through play) represents a wide-ranging
variable...all of which can affect the course of the game and the
satisfaction each person finds in it.Chevy Chase's character from
Community prepares to run D&D....