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Prophet
If it's an RPG it's a shitty one, make your beds and lie in them folks.
It's not about elements. You won't eventually come to specific list of them anyway. As you well see, some will say this is essential and that isn't, others will say otherwise. Simple point being mediums and genres evolve all the time and imo a better way to categorize them by tying to decades or eras. Not a fan personally of categorizing either way tho because of hybrid games. But to draw the line "has combat system or not" is as much as strange to me as speaking against non-silent movies.How is DE taking away essential elements the same as adding new elements on top?
Why would anyone think this is a good idea? When I play an RPG I want to be the cool awesome hero not a washed-up middle aged man(I can become that myself)deadbeat downtrodden drunken cop that's got his life twisted and fucked up
ftfyIt is a RPgame.
Incidentally, the number of yes votes is currently 41%.Disco Elysium will never be an RPG, the same way trannies voting for "yes" will never be women. No matter how many retards say otherwise, wishful thinking can't change facts.
which ones?Quite a few combat-free RPGs around.
which ones?Quite a few combat-free RPGs around.
which ones?Quite a few combat-free RPGs around.
or
come to mind first. Now, Academagia might have some form of mechanical combat duel somewhere, but in many hours of playing/reading I have yet to encounter it. If any fighting or act of violence is going on, it's no different from any other description happening in the game.
If you mean also P&P, well that is easy:
Take any system you like and imagine playing an entire session without fighting, but lots of skill checks anyway (climbing, banter, alchemy, survival, etc. there is A LOT you can mechanically do in an RPG without fighting). Are you suddenly no longer playing a P&P RPG cause you didn't fight? Of course not, because fighting is not what determines being an RPG.
And since that is so obvious in P&P I find it really strange that some people are opposed to calling computer RPGs without combat RPGs.
Of course most games, especially RPGs, do have combat, cause that is what makes 'em fun, what is their focus - but there is no such thing as a requirement to have combat as a focus to be considered anything.
Combat as a requirement is just silly. No other genre (other than those with fighting quite literally in their name) has such a restriction. Would an RTS without combat (such as Offworld Trading Company) suddenly no longer be an RTS despite playing pretty much exactly like an RTS that has combat? Of course it's still an RTS. Same applies to RPGs.
I argued the same thing before I made this poll, that combat is no requirement for an RPG because I did enjoy Disco a lot, it made me laugh more than any other game. But, after seeing that most do not consider it an RPG, and reflecting upon the arguments, I realized that I liked DE not for the same reasons I like other RPGs but rather for the same reasons I like visual novels and adventure games. It does look like an RPG but I think the reason why I would want to replay it would be similar to why I would want to re-play a visual novel.Combat as a requirement is just silly.
Very understandable.I realized that I liked DE not for the same reasons I like other RPGs but rather for the same reasons I like visual novels and adventure games. It does look like an RPG but I think the reason why I would want to replay it would be similar to why I would want to re-play a visual novel.
RPG comes from wargame is incorrect, or rather only a part of the story that Gygax / TSR liked to emphasize for obvious reasons.
Definitions/terms change, regardless of if we like or agree with those changes. What something means is often subjective. If you want an actually definition, we could try to actually make a definition. We could approach it in two ways. First, how were RPGs created and what were they created to do? From my understanding, they evolved from wargames, and were meant to allow one or a small group of people to create characters defined primarily by non-ambiguous numbers, and the reasons for those numbers were almost exclusively combat, and allow these characters to have an adventure, with conflict and agency a main element of these adventures.
So, we have a system evolved from exclusively combat games (wargaming), with almost all TTRPGs and their rulebooks, handbooks, and supplemental materials (even item books like Encyclopedia Magicka) being combat focused. Until pretty recently in the life of TTRPGs there were no system that did not allow combat.
A good game has core gameplay that is focused on one genre, with the exception of new genre-defining games but usually if I play a racing game for the narrative element for example then it's a failure of a racing game. In this case DE's core gameplay is more akin to a visual novel or CYOA. Most people wouldn't play DE for its RPG elements (they don't consider it as one), that speaks quite a lot for its genre, wouldn't you agree?But why you want to play a game has no bearing on the genre of that game.
Nah, a game can have any number of genres it wants to focus on.A good game has core gameplay that is focused on one genre
Why?usually if I play a racing game for the narrative element for example then it's a failure of a racing game.
Well, even more people clearly think that DE is an RPG (just need to check the Steam tags, what's on number one? Exactly).Most people wouldn't play DE for its RPG elements (they don't consider it as one), that speaks quite a lot for its genre, wouldn't you agree?
Dave Wesely started running his Napoleonic-era Braunstein games in 1968 and continued running them into 1970 when he was called up for military service. Duane Jenkins ran a series of Brownstone games at the beginning of 1971, which were inspired by Braunstein but with an Old West setting and importantly the addition of persistence between games in terms of characters and developments within the setting. Soon after that, Dave Arneson was inspired to run similar sessions in his Blackmoor campaign, with the players exploring dungeons beneath Blackmoor, which so enthralled them that they entirely neglected the strategic campaign with tactical miniatures battles that had been the original genre. Aside from establishing exploration-related aspects, Arneson's Blackmoor campaign was also the first to add character progression, and these elements combined with the existing elements of a squad-based tactics game to form the RPG genre.RPG comes from wargame is incorrect, or rather only a part of the story that Gygax / TSR liked to emphasize for obvious reasons.
The first proto-RPGs were David Wesely's 1970 Braunstein games (from the name of the fictional town where the first one of these happened) and those were non-combat diplomatic/management games were people played a role. Well, technically the first one was a diplomatic/management/wargame where the players never reached wargame part. The following ones dropped the wargame part. Each “session” was its own indépendant game.
A 1971 Braunstein called Black Moor had the players as lords in fantasy world inspired by Lord of the Rings, and as lords they did some diplomacy and some fighting, including at one point in the dungeon of Castle Blackmoor… using the Chainmail ruleset.
Black Moor was the first RPG and also a game that Dave Arneson played. The first D&D ruleset was in 1974 and Gygax pretended he invented RPG from that point onward. Arneson never did.
1. you play a role of...
In the most literal and undeniable sense Disco is a CRPG, as it is a computer adaptation of a pen and paper RPG the devs used to play.
It doesn't get more RPG than that.
True, providing the pen and paper game in questions was sufficiently RPG-like (i.e. playing it was like playing Dungeons & Dragons... over the years people who weren't bullied enough in school started calling the weirdest things "roleplaying games").
Eight round accessible larp for up to eight players. Millennials dismantle oppressive systems; online play friendly.
Materials:
-Pen, paper. If participant is unable to draw (physical limitations), a volunteer may assist.
-Match(es).
-Fire-safe bucket.
-Water (for emergency, hydration).
One person plays a millennial Speaker (facilitator/leader). Others portray millennial elected officials.
The player who last paid a government tax, toll, or fine goes first.
The Speaker moderates each round. Length of each round determined by participants. Each participant must propose dismantling of 1+ institution (see list below). Speaker may use stopwatch/timer. Participants are encouraged to replace oppressive institutions with more specific establishments (corrupted democratic republic, failing healthcare system) or those affecting them directly.
Each round may only continue when participants agree upon a solution for ruining that round's institution.
Institutions:
-Classism
-Sexism
-Racism
-Heteronormativity
-Ableism
-Anti-transgenderism
-Player choice
-A government structure
After each round, one participant illustrates a representation of the dismantled institution. When rounds are complete, players compile illustrations (hold up visibly if remote) and collectively burn them, shouting together "Millennials ruin everything!"
Optional hydration mechanic: Participants may drink water after each round, representing necessary self-care and emotional labor required to dismantle these systems.
Uh.1. you play a role of...
The moment a game tells me what kind of role I am expected to play, an RPG it is not.
I am not that big on that "roleplaying" crap to begin with, but one thing I do know: an RPG is about playing a role of YOUR choosing. Halo is the one where "you play a role of...".