The article
"Of particular note is the average time a person dedicates to their favorite activity being approximately between 8 to 10 hours a week. Each activity has "affordances" like socialization, competition, intellectual stimulation, etc. "
Stenseng divides the enjoyment of these affordances into a Two-Dimensional Model of Escapism, which identifies nine factors that can affect an individual positively or negatively:
1) clear goals2) concentrating and focusing3) loss of the feeling of self-consciousness4) distorted sense of time5) direct and immediate feedback6) balance between ability level and challenges7) a sense of control8) intrinsically rewarding9) general immersion in the activity
So, I would put the postulate that these nine factors do a pretty good job in defining if you have a good roleplaying session or not. While #1 can be argued (some people just like Mayhem) it is always more satisfying if that mayhem takes place in a narrative arc. #2 requires a lack of distraction--no one is vanishing into their phones, or lost in books looking up rules. #3 requires a willingness to get into character, and get ridiculous. (This may be what divides table-top from 95% of MMORPG). #4...who hasn't lost hours? #5: Roleplay is beautiful in this regard; narrative makes it possible compress the time between consequence and effect. #6: Much effort is not by accident expended on matching player ability and monstor difficulty; #7 No game is fun when the DM takes over your character, or when a player takes an action that is out of character (for meta-game reasons). #8) It's a game, and so the play of it has to be intrinsically rewarding. The most successful games are going to be those which are rewarding to the largest number of people...because then people who respond to a larger variety of motivations will play your game, together. #9) ...is for spouses and girlfriends, who come and don't play, or who come and chat, and disrupt. They want to hang out, but that ruins the immersive experience of play.
Matt Miller
Part of what makes the D20 work is the variable DC. Yet, the use of DC increments on 5 (such as for the falling tables) suggests that d20 is excessively granular.
Rob Hicks
The d20 system, as I saw it, was a way of doing a percentile in 5% increments. It makes it easy from a game design perspective to understand how much of a bonus you are giving across the board.
Matt Miller
That is one of the great virtues of d20: A +1 is a +1. But a +1 just isn't a big enough deal. Our minds can't grasp changes in probability that smaller (Our minds max out at about a 10:1 ratio). So get an effect we can intuit as significant, DnD requires math; it requires 'picking up the pennies' of +1 bonuses to get a significant effect. +1 on a d10 works, +1 on a d12 might also.
Rob Hicks
[D20] has too much variance. You need two to four categories of variance. Either "success vs failure," or "success vs failure with critical success and critical failure". The d20 added too much variation on that, which led to a system that was more crunch than flavor.
Matt Miller
You can lower the variance on a d20 by using multiple dice. DnD originally used 2d6, some games use 3d6, FATE uses 4dF. All generate bell-curves that make the outliers possible but uncommon. (As 7 is the most common in Settlers). But for counted variance, the range matters. 2d6 provides 2-12, 3d6 3-18, Fate -4 to +4.
Matt Miller
Using -4 to +4 provides a range of 9, and that may simply be enough. OD&D abbreviated into -1,0,+1, and 3e made it into -5 to +5. But there is a difference between possible outcomes from the dice, and possible outcomes for attributes. For the former, so large a range may not be necessary. But for the latter, a larger range is required...
What makes a good RPG?
Tommy Brownell
Fun.I know that sounds like a flippant answer, but it's not. The tagline for my blog is "The Proof is in the Fun". I can point out things I SEVERELY dislike about my two favorite RPGs (Marvel SAGA and Savage Worlds), but I have more fun with them than any other games I've ever played or ran.That said, a certain amount of clarity in the writing and professionalism in the editing goes a very long way. Discussing things like Rules Lite vs Rules Heavy is a fool's game, because of varying preferences and tastes.
Tiffany Gray
I am looking for something more complex too Tommy. The rules argument is pardon the pun played out.
Stephanie McAlea
The setting. A good rpg is all about the fluff. You can swap out the rules but keep the setting but do it the other way around its just hollow text in my view.
Tiffany Gray
Is that true? There are lovers of Savage Worlds and even some people like GURPS smile emoticon
Stephanie McAlea
But without a setting attached, what are they?
Tommy Brownell
Toolkits. For all the folks that devour every new Deadlands release, you have another guy that just wants the rulebook and companions so they can kitbash something together.
Derek Stoelting
Inspiration. What does the product do to inspire me to buy and play the game? Amazing art? Wicked words on the page? Awesome layout that makes not awesome art or writing better? I want to feel alive and energized and I don't think there's a single answer to your question. =]
John Griffiths
RPGs with no setting are sandbox/toolkits. Very useful IMO.
Tiffany Gray
oh btw I do agree setting matters in my book. I would not have SW for example if they hadn't done Lankmare or Traveller 5 if the Imperium wasnt around. Settings and modules etc are were the money is at. Splatbooks are good but D1-3 was the best ever introduction to Drow elves. HotOE and other large campaign settings made COC.
Owen Wylde
Rule sets: Clarity of the writing, consistency of the rules, no recursion or logical loops (not loopholes), simple enough that a non gamer can get the general idea of how things go, yet with enough detail to allow GM and players to do what they expect in a setting. Playing: Everyone at the table has fun and is/was satisfied with how things go/went.
Matt Miller
It's a balance between the RPG you want to play, and an RPG other people are willing to play. A good base mechanic is pretty critical. There are a million D20 games out there for a reason--the SRD makes it easy to make a game. I recall being unimpressed with both Deadlands and 7th sea in that regard--the abilities and skills were a little unbalanced.
Keith J Davies
FWIW, in Echelon attacks are contested rolls as well. Same number of successes = both hit (and both take damage). Otherwise, if I have more successes than you then I hurt you (and hurt you _more_; each success after a tie adds more damage), and vice-versa.
But there are also complications. If you roll 3 successes and 1 complication, and I roll 3 successes and 0 complications, you get to pick: tie (and both cause damage) and suffer a complication, or pay off the complication and take more damage (because I rolled more successes now than you did).
The active character does get to decide if there will be an exchange of attacks. If you attack me, it's on. As the target I could choose to ignore this (passive defense only), but that seems like an uncommon case so I largely ignore it. If I'm better at fighting than you are, or luckier, it might be that you end up getting hurt too (or even instead!).
Most games, you attack me and I have no recourse or decision at all. You decided to attack, I decide to... nothing. I get hurt or not entirely at the whim of you and the dice gods.
The mutual attack thing has some rather interesting characteristics. I ran models that suggest that it does a lot to balance out the action economy. Being outnumbered is still bad, but it's a much more even fight than in most games. In fact, I appear to have hit a sweet spot in the design. Even with four levels difference (i.e. exactly one tier higher), beng outnumbered is bad. The higher-level fighter has better rolls and slightly more hit points, but the sheer number of attacks makes things more even. The more skilled fighter is likely to get more successful (tied or better) attacks than any one of the lesser fighters, but they get spread among all the lesser fighters, while the lesser fighters' attacks are concentrated on one.
I forget if the approximate balance point is 2:1 or 4:1 (I think it was 2-3:1, to be honest). I know that 8:1 is very very bad, don't let that happen.