Skip to content

What is a Role-playing Game?

At its core, a role-playing game is simply a game whereby the player or players assume one or more personas, or roles, to act out while playing a specific game. For the context of Witchgates though, we are going to focus on two similar and specific types of role-playing games: tabletop role-playing games (ttRPGs) and live action role-playing games (LARPs).

Within these RPGs, there are often two distinct player groups: the game masters (GMs) who act as the narrative engine for the game, and the rest of the players who interact with the game through their player characters (PCs) actions. The GM(s) provide the majority of detail in a scene, narrate the outcome and consequences of a PC’s actions, and narrate the actions of non-player character (NPCs) and other events.

Within a ttRPG, a small group of players work together within a story guided by a GM. PCs pursue a goal within the setting, creating new stories for their characters and the characters they interact with. The conversation between the GM and other players creates the narrative of the game.

LARPs generally have a larger a much larger number of players and more mobile gaming, where players move to different physical locations. In a LARP, there may be small scenes that act similar to ttrpgs, but players oftentimes have more flexibility to leave a scene and location to seek another. While a ttrpg hinges on the relations of a small group of PCs with the world managed by a GM, a LARP hinges more strongly on the relation between the various PCs themselves. Within a LARP, unless using explicit hand-signs to indicate otherwise or during a game break, players are assumed to be acting in character.

The game mechanics exists to define the limitations and capabilities of characters within the game and to allow the influence of chance within a story. Without the mechanics, players would always need to agree together on whether or not a character could do something, and whether or not the action itself succeeds. By adding an element of chance, a ttrpg becomes more than a collaborative narrative, but a game where success and failure can alter the fate of characters at any moment. By adding limitations to what characters can do, players are forced to creatively approach the various obstacles that will come up within a story – creating a more engaging and realistic story.

Players share a slightly different goal than their characters. Instead, the goal for all players is to create a narratively satisfying story to enjoy. Sometimes, this story may end with the success of a character’s goals, but other times may end in tragedy, a moment of character growth, or various other possibilities.

Note: these definitions of LARPS and ttRPGs are heavily generalized, and many variations exist.

The Player Guide

Aside from understanding the core mechanics of how to play the game, there are several other concepts that players should follow during the game.

Although players are roleplaying as their characters within the game world and scenes, that role does not define specific action or inaction.  Players should consider “Why would my character do (or not do) this action?” or “How can I get my character to take this action or otherwise engage with the scene while staying true to their character?”

Answering these questions is a core focus of a ttrpg’s gameplay, and they allow players to roleplay a consistent character while staying engaged with the story and other players. These questions help a players make space for other players to have fun, and put players in a mindset ready to push for actions they want to engage in that might not be obvious for a character.

If situations where a player is having difficulty answering one of these questions they should feel welcome to ask the other players for advice.

Finally, the simple goal of an RPG is to have fun with others playing through a story. Failure is central to a good story, and players are encouraged to embrace it when their characters inevitably face it.

“Wait, isn’t the GM a player too?”

Yes, and they should still be treated as one, but because the GM has additional responsibilities, it is not uncommon to refer to them separately from the rest of the group. Aka: “the GM and players.”

The GM Guide

GMs openly have more work than other players. That said, it is a fun and rewarding role, especially for people who enjoy roleplaying multiple characters, building game worlds, and thinking of the implications of events.

The GM controls the spotlight, the setting, and the non-player-character actors within the scene. Beyond those in-the-moment responsibilities, the GM also needs to consider how actions happening within a game’s present time will affect the scenes in the game’s future. Essentially the GM sets the stage, the players act on the stage as the star cast. The GM then further provides the narration on how the stage changes and other characters act as the camera follows the players.

The Running a Game section provides further guidance to help GMs run games.

Are there hidden responsibilities in this game?

Most ttRPGs and LARPs share specific responsibilities that all players should be aware of:

  • The GM is responsible for the world, potential stories, characters, and events within a game. The rest of the players are are responsible for their characters within that world. Each player should work with the game master to help tie their characters to the game world and story.
  • All players are responsible for their own character’s engagement in the game. The GM and other players can help you, but ultimately, the decision to engage must be from you.
  • All players are responsible for their own enjoyment of the game, as well as the enjoyment others are having. Aka, everyone should want everyone to have fun.
  • Scheduling and hosting games. Whether you plan on playing a one-time game or a game that spans multiple sessions, somebody needs to plan when and where the game will be. At which point all players are expected to come prepared for the game by the scheduled time. If someone needs to cancel or will be late, it is that person’s responsibility to tell the scheduler and work with the other players to decide if the game needs to be delayed or not. Respect the scheduler, and respect the host.
  • Be prepared to address group issues. RPGs are social games that often encourage emotional investment into characters and the story. There are plenty of reasons frustrations can go outside of the game world.
    • Someone thinks another person is cheating.
    • Someone is always late to the game or never prepared.
    • Someone hogs the spotlight or never pays attention to the game.
    • Someone is trying to ruin the tone of a scene or trying to force awkward interactions.
  • The first step to resolving issues is accepting that they might arise. Talk it out with other players and/or add a safety tool to the game to help manage issues.

Ultimately, playing  a RPG hinges on mutual respect between players.