As some of you already know, im putting together my own RPG. Ive got a rough framework of the rules in place, and the background stuff is fleshing out nicely, but today something occurred to me. So far, ive been taking the advice ive seen a few times now, both on sites about writing RPGs and sites on writing in general: Write something you would like. Ive basically been making the RPG I would want to play, which seems like a sensible idea. It means that Im more likely to care about it, and put more effort into it. All good stuff. However, it occurs to me that just because im making a game I would like to play, that doesn't mean I have to ignore what everyone else wants entirely.
Which brings me on to my question: what do you guys like in RPGs? Or, if you don't play RPGs, what could be included that might tempt you? Feel free to be as specific or as general as you like, and don't worry if you think others might disagree with you.
Also, don't let the possibility that what you think might directly conflict with what I have already come up with stop you. I highly doubt that this will be the only game that I make (as I already have ideas for two other games taking root in the depths of my brainstuff), so even if I don't take what you are saying on board now, that doesn't mean I wont find it useful in the future.
Finally, don't let the fact that you currently don't play RPG's stop you joining in. The perspectives of people who have never touched an RPG are just as interesting to me as those of people with beards to their knees.
What do you like in RPG's?
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Roman Totale
- Robotic Bumlord

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FatherJack
- Site Owner

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Although I only play computer RPGs, I expect a number of my preferences hold true for any medium.
I like progression - after all that's what makes RPGs different from skill-based games. Not just an extra number in a stat though, but a real feeling of getting better. I either want to be granted new spells or abilities that I can use straight away to awesome effect, or know that I have made a new step towards unlocking something later on. This could be getting a new (perhaps limited-use) Supergun, or filling in the next level on a talent tree which has Super Colossal Gutsplosion at the top. It's also quite fun to be absolutely, pitifully useless when you first start.
I like the unexpected. Sometimes a spell might go wrong with hilarious consequences, or it might go horribly, destructively right. An intended fist-sized fireball could either detonate in my face or punch a hole right through several enemies and some scenery.
I like NPC reactions based on stuff I've done. From saying "Oy!" when I try to loot the contents of their house right in front of them, to outright laughing at the hideously ugly inappropriately-dressed character I spent hours crafting.
I like side-quests and (to a degree) minigames. I know I'm supposed to be saving the world and all, but first let me just beat this guy at cards, aquire this stylish new hat and bet on this horse-race.
Pets. Or minions, mounts, troops, demons, subjects, summoned creatures, followers, companions, worshippers, acolytes, familiars, fairies. Something not directly under my control, but which I can either bring to bear or just have for fun/reactions.
Fairness. This is where computers struggle. Each new patch of a game has some balancing and they rarely please everyone. Sometimes they get it right though, and you find some new ammo just as you run out. A giant Acid Lizard dissolves your best steel sword blade, but you find an obsidian spear tip inside the partially digested contents of its stomach.
Epic-ness. While I might have humble beginnings, I like to have made a big difference, not just be one of several travellers who have had a few adventures. With a big world, it's not necessary for me to be granted the crown (although I won't say no) but a little recognition in the areas you've been is welcome, especially from buxom wenches.
I like progression - after all that's what makes RPGs different from skill-based games. Not just an extra number in a stat though, but a real feeling of getting better. I either want to be granted new spells or abilities that I can use straight away to awesome effect, or know that I have made a new step towards unlocking something later on. This could be getting a new (perhaps limited-use) Supergun, or filling in the next level on a talent tree which has Super Colossal Gutsplosion at the top. It's also quite fun to be absolutely, pitifully useless when you first start.
I like the unexpected. Sometimes a spell might go wrong with hilarious consequences, or it might go horribly, destructively right. An intended fist-sized fireball could either detonate in my face or punch a hole right through several enemies and some scenery.
I like NPC reactions based on stuff I've done. From saying "Oy!" when I try to loot the contents of their house right in front of them, to outright laughing at the hideously ugly inappropriately-dressed character I spent hours crafting.
I like side-quests and (to a degree) minigames. I know I'm supposed to be saving the world and all, but first let me just beat this guy at cards, aquire this stylish new hat and bet on this horse-race.
Pets. Or minions, mounts, troops, demons, subjects, summoned creatures, followers, companions, worshippers, acolytes, familiars, fairies. Something not directly under my control, but which I can either bring to bear or just have for fun/reactions.
Fairness. This is where computers struggle. Each new patch of a game has some balancing and they rarely please everyone. Sometimes they get it right though, and you find some new ammo just as you run out. A giant Acid Lizard dissolves your best steel sword blade, but you find an obsidian spear tip inside the partially digested contents of its stomach.
Epic-ness. While I might have humble beginnings, I like to have made a big difference, not just be one of several travellers who have had a few adventures. With a big world, it's not necessary for me to be granted the crown (although I won't say no) but a little recognition in the areas you've been is welcome, especially from buxom wenches.
This. The games that I've ran which were the most successful were SLA and Star Wars, and I think in both cases it's because the players felt part of a greater world. Oddly enough both were quite different - in SLA the players were struggling to rise above obscurity, whereas in Star Wars they became quite famous and influential.deject wrote:The story doesn't have to be spouted out to the PCs, but the portions that the PCs are exposed to must be compelling and fit in with the overall narrative well.
Also, wenches.
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HereComesPete
- Throbbing Cupcake

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Suspension of real life is the only thing an rpg requires for me. If there's even a slim amount of material for providing background it's enough for my fertile beard brain to throw me into that world.
I like both cog in the machine and super power hero of the galaxy type roles, it's satisfying to know you're shaping (or ruining) the lifes of untold billions, but it's also fun to know you are a bug darting between the toes of the giants of the universe. I think this is why solo and skywalker both appeal to so many.
Setting - I'm a fan of future tech, given a punk spin. I don't mind sorcery but it's not as essential to me. Desert is good, post apocalyptic is good, driving rain and megascrapers is good. The constant black of endless void is good. Rainbows and chocolate streams and trees made of nekkid chicks is good. But everything must fit its setting or it just wont work.
I like imbalances in class type, it requires more thought and interaction.
I hate overbearing rules and unneccessary complexity in the name of balance. It gets in the way of the game actually being played. A rools lite style of the bare minimum needed to play a game, fleshed with more and more optional complexity for those with elder beards to really get worked up over, that's what I like.
Weapons, whatever the setting may be, offer me more weapons than I can possibly carry, then offer ten times more that I can't even use, then times that by ten and make sure they get used in random fights and such.
Monsters, whether its huge beasties in ruined fanes with acid dribbling from their cavernous maw or gas filled brain blobs that float across dead worlds and suck joy from lifeforms as sustenance, just scare the fuck out of me with a good tough fight every so often.
I'll probably add to this list.
I like both cog in the machine and super power hero of the galaxy type roles, it's satisfying to know you're shaping (or ruining) the lifes of untold billions, but it's also fun to know you are a bug darting between the toes of the giants of the universe. I think this is why solo and skywalker both appeal to so many.
Setting - I'm a fan of future tech, given a punk spin. I don't mind sorcery but it's not as essential to me. Desert is good, post apocalyptic is good, driving rain and megascrapers is good. The constant black of endless void is good. Rainbows and chocolate streams and trees made of nekkid chicks is good. But everything must fit its setting or it just wont work.
I like imbalances in class type, it requires more thought and interaction.
I hate overbearing rules and unneccessary complexity in the name of balance. It gets in the way of the game actually being played. A rools lite style of the bare minimum needed to play a game, fleshed with more and more optional complexity for those with elder beards to really get worked up over, that's what I like.
Weapons, whatever the setting may be, offer me more weapons than I can possibly carry, then offer ten times more that I can't even use, then times that by ten and make sure they get used in random fights and such.
Monsters, whether its huge beasties in ruined fanes with acid dribbling from their cavernous maw or gas filled brain blobs that float across dead worlds and suck joy from lifeforms as sustenance, just scare the fuck out of me with a good tough fight every so often.
I'll probably add to this list.



