Roleplaying for the Masses
By Steve Hatherley
I have a dream. It's a simple dream - I don't want much. My
dream is this: next time I'm chatting up a cute girl, I want to be able to say "I
play roleplaying games," with pride. I want to be able to say "I play
roleplaying games," without having to launch into a detailed description of how I
fill my spare time. As with comics, I would like to see roleplaying games cast aside the
"childish" label. I would like roleplaying to be a respectable pastime. I look
forward to the day when they are seriously discussed in the Sunday papers.
Is this too much to ask for?
Unfortunately, in its present form--lurid artwork, complex
rules and puerile settings--roleplaying has reached its limits. The current crop of RPGs
cater for the select taste of the dedicated few. Vampires, dragons, starships, sword and
sorcery, cyberpunk, and aliens are the domains of the genre fiction shelves in W H Smiths.
And for as long as I can remember, such fiction has occupied the same few shelves, ignored
by the enlightened masses.
So, if I want more people to play RPGs, the games themselves
will have to change. But how?
It's easy for me, gaming (and I use the term interchangeably
with roleplaying) is an all-consuming passion, a hobby, a pastime. My lady friend (let's
give her a name: Kate, for the sake of an argument) has other demands on her time. Tennis,
swimming, nightclubbing, reading, work, whatever. How is she to fit gaming into her busy
life?
Now, I'm not trying to turn everybody into gamers. Instead I
think it would be nice if Kate had experienced gaming - and not just D&D with her
younger brothers when she was twelve. I want her to have experienced contemporary
roleplaying, but not necessarily in the company of dedicated gamers. In which case, RPGs
need to be approached with a different design philosophy:
- RPGs need to be simpler. Kate doesn't want to spend an entire
evening rolling up her character - nor does she want to spend another evening mastering
the rules.
- RPGs need to be rooted in reality rather than fantasy. Kate
has a great working knowledge of people, current events and has seen dozens of movies.
Perhaps she has read some fantasy or science-fiction, but probably not. She knows who
Robin Hood is, but not Griselda.
- RPGs need to be less obsessed with combat. Kate doesn't care
for violence, real or imagined.
- RPGs must be self-contained. Kate has only limited spare time
to play RPGs, maybe the occasional evening every few months or so. And she certainly
doesn't want to have to buy a dozen supplements. (If she becomes that enthusiastic she can
get involved with a traditional system like the rest of us.)
- RPGs must be easier to run. Kate doesn't want to have to work
out an adventure for her friends. Everything must be available in the box. The referee's
duties must be light, and fully explained.
Well, you can probably see where this is leading. The style
of roleplaying to suit Kate is a freeform. With freeforms (or whatever we call them) RPGs
can throw off their shackles and join the human race. Through freeforms we can show other
people this fabulous hobby of ours.
But what will these freeforms look like?
I think their closest existing relatives are the How To Host
A Murder games. These follow all of the rules I've outlined above - and are already
popular. It is only a small step from producing a Murder game to a freeform.
The rules must be simple. The characters will be
pregenerated, with no statistics - just background information, objectives and rumours.
The setting will be generally historical and self-contained (as the Murder games are).
There will be no need for further expansions or supplements.
Some RPGs are already heading this route. The Masquerade is
White Wolf's freeform version of its successful Vampire game. Its packaging clearly shows
that is aims for the Murder/Trivial Pursuit audience. However, The Masquerade fails on
almost all counts: it has a complex rule system; its background is too rich for casual
immersion; supplements already exist; and once the sample adventure has been run the
Narrator is left with a huge amount of work. The Masquerade is a freeform for gamers only.
Kate doesn't want to buy a "How To Create Your Own
Freeforms" package; she would rather take one from the shelf and find everything she
needs contained within it. She doesn't want superfluous rules - if the game doesn't need
romance rules then they aren't included. The game will be simple, self-contained, and a
huge amount of fun.
I still have my dream. And, as I write, it is still just a
dream. But maybe one day, as freeforms become more commercial, Kate will know what I'm
talking about.
"I play roleplaying games."
"Oh Sure. I've done that."
This article was originally published in the Convulsion 94
programme book and may be re-published as long as the following resource box in included
at the end of article and as long as you link to the email address and the URLs mention in
the resource box:
Article by Steve Hatherley. Steve is
an active freeformer in the UK and has written a number of freeforms. For more information
about freeforms, please visit http://www.flar.demon.co.uk/freeform/index.htm.
Steve also sells freeform-style murder mystery games that can be downloaded at http://www.mysterygames.co.uk
four letters at random
- games - tales of terror - freeforms - friends |