How would you define or explain narrative RPG’s to someone who has no frame of reference whatsover?

How would you define or explain narrative RPG’s to someone who has no frame of reference whatsover?

How would you define or explain narrative RPG’s to someone who has no frame of reference whatsover? In the context of… someone asks what do you like to do in your spare time? So, short and to the point.

30 thoughts on “How would you define or explain narrative RPG’s to someone who has no frame of reference whatsover?”

  1. Tell them you play Dungeons and Dragons. If they ask “Which edition?” talk about narrative games and such. If they just nod and say “Oh” leave it at that.

  2. Tell them you play Dungeons and Dragons. If they ask “Which edition?” talk about narrative games and such. If they just nod and say “Oh” leave it at that.

  3. I do appreciate your input. That is how it goes though. These people know almost nothing. they say like Dungeons and Dragons and I say yes but nothing like that. I can explain it but it takes 5-20 minutes. I guess you could say I am looking for an elevator pitch that might make them say, I’d like to give that a go. It might not exist but I thought I would try seeing what others might come up with.

  4. I do appreciate your input. That is how it goes though. These people know almost nothing. they say like Dungeons and Dragons and I say yes but nothing like that. I can explain it but it takes 5-20 minutes. I guess you could say I am looking for an elevator pitch that might make them say, I’d like to give that a go. It might not exist but I thought I would try seeing what others might come up with.

  5. You could channel apocalypse world: “We go back and forth,

    talking about these fictional characters in their fictional

    circumstances doing whatever it is that they do. Rules mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after.”

  6. You could channel apocalypse world: “We go back and forth,

    talking about these fictional characters in their fictional

    circumstances doing whatever it is that they do. Rules mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after.”

  7. The TV Writers’ Room analogy is also a good one: “we work out storylines together with characters and dice, but none of us knows exactly what is going to happen, it’s pretty exciting”.

    Since they don’t have an RPG background, that makes it easier in some senses; you can default back to what a lot of people imagine RP might be like, instead of limiting it down based on D&D’s particular mechanics.

  8. The TV Writers’ Room analogy is also a good one: “we work out storylines together with characters and dice, but none of us knows exactly what is going to happen, it’s pretty exciting”.

    Since they don’t have an RPG background, that makes it easier in some senses; you can default back to what a lot of people imagine RP might be like, instead of limiting it down based on D&D’s particular mechanics.

  9. (I don’t usually try to explain that much in detail, though. When people ask about hobbies, I say I like making hobbyist tabletop games. Then they start talking about The Cones of Dunshire episode of Parks and Rec, and we laugh about how funny that show is. But on the off chance they ask, “Like board games?” I say,”Yeah, and card games, and also roleplaying games, like Dungeons and Dragons but in other genres, like comedies or heist movies.”)

  10. (I don’t usually try to explain that much in detail, though. When people ask about hobbies, I say I like making hobbyist tabletop games. Then they start talking about The Cones of Dunshire episode of Parks and Rec, and we laugh about how funny that show is. But on the off chance they ask, “Like board games?” I say,”Yeah, and card games, and also roleplaying games, like Dungeons and Dragons but in other genres, like comedies or heist movies.”)

  11. A while back, in our weekly open-table group, we enlisted the brand-new players (with no D&D frame of reference) to help make our new “about” description after they’d played a few times. This is what we ended up with. Bear in mind it’s for a Hong Kong audience, so the wording may seem odd. You’ll notice some old classic phrases though.

    WHAT IS A TABLETOP RPG?

    It’s a game in which you never know where the next stop will be, because it’s all down to the decisions you and your fellow players make.

    Usually one person is the Game Master (or “GM”). Everyone else will be players, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM describes everything else in the world.

    Then… we play to find out what happens.

    The game is a conversation: I say something, then you reply, maybe someone else chimes in. We talk about what’s happening to the characters we imagine and the world around them. We also talk about the rules, which help us decide what happens next if the next step is in doubt.

    The rules differ from game to game: some use dice to shape the story, others use cards or something else. It’s always a conversation, though.

  12. A while back, in our weekly open-table group, we enlisted the brand-new players (with no D&D frame of reference) to help make our new “about” description after they’d played a few times. This is what we ended up with. Bear in mind it’s for a Hong Kong audience, so the wording may seem odd. You’ll notice some old classic phrases though.

    WHAT IS A TABLETOP RPG?

    It’s a game in which you never know where the next stop will be, because it’s all down to the decisions you and your fellow players make.

    Usually one person is the Game Master (or “GM”). Everyone else will be players, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM describes everything else in the world.

    Then… we play to find out what happens.

    The game is a conversation: I say something, then you reply, maybe someone else chimes in. We talk about what’s happening to the characters we imagine and the world around them. We also talk about the rules, which help us decide what happens next if the next step is in doubt.

    The rules differ from game to game: some use dice to shape the story, others use cards or something else. It’s always a conversation, though.

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