Sometimes I think about what I like so much about tabletop roleplaying games, and recently I've thought of maybe using a blog post to sort those thoughts out a bit. So, this is that.
The Background
Shortly after finishing college and getting married, I moved to a new town where I knew nobody, and managed to meet a group who got me into playing Magic: the Gathering (on which I was instantly hooked). As it turns out, one of those players was also in an RPG group, and offered to have their GM introduce our Magic playgroup to D&D 3.5 (probably; it was three-point-something and houseruled to hell and back, so I'm speculating). Then 4E dropped and my new group tried it (though the veteran GM bounced off due to the sheer scale of unfamiliarity), and then I promptly moved again.
But I was already hooked.
I found ways to dabble in 4E in my new (new) town a bit, then discovered Pathfinder 1E. It grabbed me in a way that D&D 4E hadn't, and I dove in fully. I got deeply involved in the game, the forums, the organized play campaign, everything. However deeply involved you're imagining, I was more involved than that (unless you were imagining "actually hired by Paizo," in which case it's just one degree below that). However, after several years, I began straining against the defects of both the game itself and its player base (or more like, its GM base). So when D&D 5E came out, I left for what I thought would be greener pastures. Its apparent smoothness was appealing, and I even published some splatbooks for it, but it soon revealed itself to be an extremely small game, in a sense.
During my (comparatively brief) 5E phase, I also found myself exploring other experiences in the TTRPG space—everything from Blades in the Dark to Magical Kitties Save the Day. My D&D bubble had popped, so to speak, as I discovered that not everything had to work the same way. This is also around the time I got onto Twitter and started connecting with other TTRPG folks. My horizons expanded rapidly, and I became enamored with everything the medium could do outside of adventure fantasy. I started reading and internalizing all the thoughts I could find from indie players & creators, and even served my time in the fishknife mines, publishing emotional and narrative-focused titles that stretched my understanding of the medium.
However, for all my zeal for indie TTRPG values, I found myself with less and less drive to actually play. I didn't even like my own published titles enough to play them. The magic was gone, and I didn't know why. I was too busy trying to "build my brand" or some bullshit like that to really think too hard about not liking TTRPGs anymore, but that changed abruptly when someone targeted me with a harassment campaign that ultimately led to me taking down all my work and deleting my online presence. (That's why I don't use my real name online, and why I didn't tell you what I published.) Suddenly I had plenty of time to think about it.
Since then, I've been on the slow (and often painful) journey of re-learning why I ever fell in love with TTRPGs in the first place, and moving toward that source of joy. Here's what I've come up with.
The Thoughts
For starters, it turns out I just really fuckin love fantasy. Favorite genre. It's a bit of a hop down from there to the runners-up of spaceships and superheroes, and then my interest really drops off. But fantasy? I was born for that shit. It's kinda wild how I just happened to start in my favorite genre and then wandered off, and that's probably because of cultures and counter-cultures. Like, D&D has a problematically-large footprint in the TTRPG space, leading to a weird phenomenon where there's lots of people who are only playing it because they've never tried anything else. But then you get a culture of opposition which assumes that this is the only reason anyone is ever playing any fantasy game. So when I got deep into online indie TTRPG spaces, I internalized the idea that there are no "real" fantasy enjoyers, just immature D&D sheep, and it took a while to unpack that. I could probably write a Whole Thing™ about indie culture's defects on that point, but that's out-of-scope so let's just say "do better, jackasses" and move on.
Another thing that I originally fell in love with was customization (this is probably why that first 3.X game hooked me, and why PF1 so easily yanked me away from 4E). With most types of games, every player role is predefined: every Monopoly player has the same available game actions, for example. This means that players are sort of... interchangeable, I guess? Like, yeah, for non-game-related socialization it matters who's in the chair next to you, but in terms of the actual gameplay, two people of similar skill levels are going to engage similarly, to some degree. But when I got to make my own character to bring, suddenly I had a way of putting my own unique fingerprint on the whole group's play experience (and they got to put theirs on mine). For various reasons, including childhood trauma that I won't go into detail about, it blew my mind to suddenly be able to be more than just a disposable seat-filler. It mattered that it was me who showed up, instead of anyone else who could have been there instead. A game whose play is impacted by pre-game customization lets the players "meet" each other in a really unique and special way. This is probably one of the main reasons that I bounce off of low-customization, rules-light TTRPGs outside of the occasional low-investment one-off.
The third aspect is that TTRPGs let me scratch the "What if?" itch in a really special way. You see, I'm the sort of person who, after watching a movie or something, likes to ponder other possibilities. Sometimes it's about obvious plot holes ("Why didn't that character do this obvious thing?"), and other times it's just curiosity ("How would that event have panned out if that character did this instead?"). Either way, the answer is that the actions were selected by the author, from outside the fictional universe, to create a compelling story. But I always wonder, from an in-universe perspective, what would happen if things were different and events played out according to cause and effect. How does Avatar change if Toph hadn't been conveniently written out of the fight at the end of season two, for example? TTRPGs gave me an opportunity to explore these possibilities: I could enter an imaginary world and interact with it authentically, without the constraints of storytelling. Instead of wondering "Why didn't they just do X?" I could just say "I do X" and see what happens—not what an author thinks should happen for a compelling narrative, but what actually happens. No other medium lets me do that like TTRPGs do. (Unfortunately, much like with the fantasy thing I discussed earlier, the TTRPG community taught me to abandon this and instead reduce TTRPGs to just another storytelling medium, costing me years of my life trying to get back to my joy. Once again: do better, jackasses.)
Finally, it seems I really like adventure-oriented games, with lots of physicality to the way characters interact with the world: exploring, fighting, messing with stuff, that kind of thing. I love encountering a situation, looking at the characteristics of my environment, and coming up with ways to use my character's capabilities to interface with that environment to produce outcomes. This probably aligns a bit with OSR play, though I've never tried it so I can't speak with certainty there. By comparison, I tend to bounce off of games where your stats/rolls are based on what kind of approach you use instead of the actual parameters of your character or your actions. ("Oh, nice idea using the [noun] to [verb]. Roll plus Clever, exactly as you would have with any other idea.") I likewise get little satisfaction from games where rolling to perform a given action can generate unrelated complications. I don't want this whole world of imagination reduced to set dressing and flavor text, you know?
The End
So yeah, that's what I'm into. Bye.