Metaphoric Rules in Role-Playing Games

It is very common for role-playing games to extend rules meant for one thing to cover other fields. The archetypical example of this is using combat rules for other conflicts. This has been the standard way of building rules since Dungeons & Dragons started extending rolls beyond hitting things. First, it was resistance rolls, then skill rolls, when adventuring needed to include things beyond monsters in damp caves. But the overall structure of things remained: you roll a D20 and add some bonus (possibly negative) to see if you succeeded. This is extending the original combat rules beyond the scope they were originally designed for. ...

November 12, 2012 · 3 min · 472 words · Jonne Arjoranta

About Randomness in Role-Playing Games

When randomness in role-playing games is discussed, it usually means analysis of specific dice-mechanics. And since most rpg’s employ dice, it is a useful pursuit to try to understand the interplay of the mechanics and how they affect role-playing. But dice are not the only source of randomness, nor are the usual substitutions for them - cards or such. In fact, there are four types of randomness in role-playing games: ...

August 26, 2011 · 4 min · 690 words · Jonne Arjoranta

Are Role-Playing Games Art?

The short answer: of course they are! The longer answer? Possibly, see more. ...

January 29, 2010 · 2 min · 412 words · Jonne Arjoranta