Responding as a retweet to unlock the threaded ability.

Fair warning: a lot of people have heated ideas on precisely where the boundaries of RPGs are drawn. https://twitter.com/PaulHair1/status/1253746644748730369
So let's break it down and start simple. A 'role playing game' is just what it says on the tin. A game where you play a role.

Ever played Monoploy as the car and refused to buy a railroad because you don't want to support alt-transport?
Or playing RISK with the black pieces insist that your armies must control Africa?

That sort of suboptimal 'character over smart play' is playing a role.

The initial hobby sprang out of miniature wargames in just such a manner:
>Hey Gary, why does your figure use a short sword when we decided those do less damage?"

>>He loves that sword. It is the sword his father gave him.

>We don't have rules for that.

>>Maybe we should. *invents new hobby*
The way it works in practice is that one player (the DM) crafts a challenge. In its purest form this will be a dungeon - a gameboard of sorts - a labyrinth populated with challenges and rewards.

The players aim to get in, get the prize, and get out.
As an aside, a "dungeon" could be city streets, a dark woods, or even take the trappings of a social event like a masquerade ball where the challenges are social in nature.

We're getting too esoteric. Let us look at an example in practice...
A player has created a rugged archaeologist who has pieced together a map to a golden idol.

The DM has presented the player with challenges already, including allies (controlled by the DM) who have tried to steal the map.
A gun cocks. Does our character hear it? Maybe. Let us check the rules for hearing it and roll.

Our hero has heard the threat and lashes out with his whip.

Why a whip? The player thinks it is cool.

Who goes first? Let us check the rules and roll some dice.
Both roll a single six sided die, a d6. High roll goes first.

Our hero has lightning reflexes and adds 2 to his roll.

He wins and attacks. Does he hit? Maybe. Roll dem bones.

He hits, having rolled very high, he disarms the traitor.
How does the traitor react?

The DM, contolling everyone but our hero, knows the man is a cowardly mook. Naturally he runs off into the jungle.
With but a single ally, our player announces that his hero will press onward. The player reads the sketchy map, tells the DM which way his character will go, and so finds the hiddden jungle temple.
The player announces hus character will light a torch and
enter the dungeon with his last DM-controlled ally (usually called an NPC).

The player informs the DM he is checking the floor for pits or pressure plates. He neglects to inform the DM that he is searching the cieling.
As a result, fat spiders fall upon him. His NPC "ally" hisses a warning.

The DM knows the spiders will only attack if attacked. Our player states his character only fears snakes and casually brushes away the spiders.

Snakes, the DM thinks, gotta put them in the next dungeon.
Note that the DM cannot simply declare the spiders to be snakes.

There is an agreement between players and DM that the DM will adjudicate things as neutrally as possible.

His goal is to create challenges for the players to overcome, not outright kill the characters.
And so on until the player's fedora wearing pawn escapes with the gold or dies due to bad dice rolls or the player's bad choices.

So it is wrong to say "the DM decides". As the guy behing the challenges, he may decide a thing is impossible...
He may decide how friends and foes and the world in general reacts to a player's choices.

But when there is uncertainty, it is the rules, and the dice, that decide.
Almost forgot...

Fin and obligatory TedTalk joke.
You can follow @NotJonMollison.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: