A new model for classifying RPGs and Play Styles – Part 3

Previous posts in this series: Part 1 & Part 2

This month, we have been trying to better understand and classify RPG systems and group play styles, using an X-Y axis:

X: player radius of influence (Blog part 1)

How far can the players’ actions impact the world? How far do those ripples go?

Y: GM radius of management (Blog part 2)

Conversely, how much does the GM need to manage the game and game environment?

In this installment, I want to think through the four quadrants that result from these two axes:

I’ve become further convinced of two different truths, as I’ve worked through this series:

(1) System matters.

This is a very OSR sentiment. But it’s true. Some RPG systems can’t pull off Emergent World RPGs. And some don’t even give a sideways glance to being a Fixed Plot RPG. Different games have different procedures and rules that are aimed at different ends. While systems can be hacked to bend them into other quadrants, they still tend toward certain quadrants.

(2) Group style and intention reigns.

While system matters, the intent and style of the gaming group is preeminent. This is why a “Session 0” can be helpful, especially with a new group. If Game Master and players aren’t on the same page, it can be very frustrating to one or both parties. But if players really want to see character development happening (Emergent Character RPG), that’s going to make certain demands not only of the Game Master, but also the players. Likewise, if players are expecting (and wanting) a Fixed Plot RPG, there’s no complaints about “railroading.” In the end system matters, but it’s more important what the group wants to do.

Now, let’s break down the different quadrants:

Fixed Plot RPGs

Plenty of pejorative words may be slung at this quadrant: railroading, chief among them. But I know this can be done well. If a Game Master is a skilled architect and planner, s/he can provide an enjoyable theme park to experience with story beats all planned in advance.

Fixed Plot RPGs are the domain of High GM work and Low Player work. The player’s job is to show up, enjoy the ride, and not attempt to jump off the track unnecessarily. It’s all about the experience! Immediately, I think of the Great Pendragon Campaign or even the 1st Ed. AD&D game that I played last week. The Game Master had built out a remarkable world with a potent political conflict. Our job was to kill the bad guy. The way to get there was clear. Our challenge was overcoming the challenges between A and B.

From last Saturday, an Architect par excellence!

Game Masters create a rich world with engaging plot hooks and characters. Players show up and engage with the story conflicts presented. The only thing not clearly fixed in most of these games is how the story ends. But, in the case of the Great Pendragon Campaign, even that is fairly well-scripted. You’re on a theme park ride from start to finish there. Some plots are more fixed than others.

Living Plot RPGs

While all RPGs are collaborative storytelling, Living Plot RPGs really seem like GM and players co-authoring a narrative. The Game Master still does a lot of worldbuilding, but the world is meant to be reshaped by the players. The Game Master comes with less of a script, expecting players to surprise them. And after the players make the world their own, the GM goes back to the drawing board and thinks through the consequences…and what comes next. The plot is directed by player actions, rather than the intention of the Game Master alone.

While there is some pre-scripting, it’s more like Dr. Strange seeing the many different final results of player actions and excitedly seeing which storyline plays out. This kind of game likely demands dialogue and debate between players and GM to shape the world in a respectful and enjoyable way.

This almost never works with a published adventure. But it’s certainly great for homebrewed storylines! This is for the GM who doesn’t mind managing a world, but also wants more player back-and-forth. The GM doesn’t need an epic vision and narrative, so much as be willing to plan episodically or week-to-week. But players can’t be passive. They must be engaged, poking, prodding, choosing, moving. We’re both banging on all cylinders to make this story move forward and develop.

Emergent Character RPG

In thi s lower left quadrant, we find a strange combination of the X and Y axes. In the first place, the player’s radius of influence is quite small. Their actions mostly affects themselves and those nearest them. Likewise, the GM doesn’t have a massive amount of worldbuilding to do. That’s because this game is about the characters more than it is about the world. This is the territory of character development, dramatic growth (or collapse), and interpersonal relationships.

The Game Master doesn’t need to keep up with geopolitics usually in this kind of game, but they do need to attend to the motivations and desires of player characters. While many would say 5th Edition D&D is a good example of this, because of its use of Backgrounds and Motives in character creation, I’m not convinced. There are many other games that are truly grounded in a player’s personal progression. For example, the skill system in the Mouse Guard RPG is all about success and failure developing the PC further. Likewise, Edge Studios’ Star Wars RPG’s use of Obligation, Duty, and Morality directly focuses on the character’s personal journey.

You really should play (and read) Mouse Guard. It’s amazing.

This type of existential, dramatic character-focused game is stereotypically loved by Gen Z gamers. But I’m happy to report I’m an old millennial who enjoys them as well. If GMs and players are on the same page, this can be a very enjoyable way to play that doesn’t require an encyclopedic knowledge of lore. Just know the characters well and deeply, as well as the corner of the world they inhabit.

Emergent World RPG

Now we have the arena where the GM has, again, little to manage proactively, but here the players’ radius of influence is far-spanning. These types of games end up relying on procedures and processes to build out the world. By way of comparison, think of the generative method by which the world expands in Minecraft–except this is on the tabletop. As players engage the world, the Game Master rolls dice, checks tables, or just comes up with things on the fly. The world grows as players engage it.

Endermen (from Minecraft) will always give me the creeps. Love it.

As the players engage–and as the world expands–the narrative emerges. It is not planned by the GM or the players. It simply happens spontaneously. Now, this means somebody needs to be taking decent notes. But altogether, it’s a low management game. I know old-school gamers who play AD&D 2e this way without procedures. They just show up and go! The DM is just tossing stuff out spontaneously and they seem to have fun. Games like Cairn and Knave are great for this sort of game. Hot Springs Island and Forbidden Lands are excellent settings with procedures attached to them.

In contrast to Emergent Character games, in Emergent World RPGs the players characters are often incidental–or even mere avatars for the players themselves. Don’t come to this quadrant looking for redemptive story arcs or epic fiction. Certainly the stakes can be high, but it’s much more of a Game Master and players in a black box theater, seeing what fun they can come up with together.

Learning to Appreciate Each Game Type

Every one of these types of games is intended to provide entertainment to the Game Master and the players. It’s about fun. But, as you can see, different groups like different kinds of games. Individual people like different kinds of games. I personally tend to want variety. So after sitting in a certain quadrant for a while, I want to pivot to something very different.

As I said earlier, it’s immensely helpful to be able to communicate to others what kind of game you intend (or want) to play. If someone is expecting one thing, but gets another–that’s a recipe for intra-group conflict or simply people dropping out. And that’s not what any of us wants. So do yourself a favor and communicate ahead of time.

At the same time, remember that we’re all in this hobby to have fun. So even though we all have preferences, there’s nothing gained by crapping on other people’s fun. Enjoy what you enjoy, live and let live, and maybe even go outside your comfort zone sometime. You might be surprised by how much fun you have.

It’s been an interesting month to be chewing on these ideas. I’m certain that this model is far from perfect. So give me your feedback in the comments below and on BlueSky!

Disclosure: Some of the links in this post are affiliate links. That means if you click and make a purchase, I may receive a small commission at no extra cost to you. Thanks for supporting the blog!

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