Skip to Content
 

"Role Playing" in a board game.

14 replies [Last post]
sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008

I'm sure we've all played Talisman, and I'm sure there are other games like it where you're basically simulating D&D in a board game.

What elements of these "Role Playing" board games tend to work and which ones hinder the game? Is there a basic formula that could be followed to get an RPG feel in a Board Game?

I'd like to hear what you guys have to say in that respect, and then try and apply it to a couple ideas for games... Errand Boy for one, and something based on the Air Pirates discussion (from the Collaborative Game Design Project thread)

- Seth

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
"Role Playing" in a board game.

The elements of roll-playing games that translates well into board games are not the elements that are unique to rpgs. A good rpg session involves mostly talking with little dice rolling to to keep things uncertain. The focus is in the imagination not with the bits and pieces involved in most other types of games. The one thing you see that works well is combat simulation based on the given theme be it swords & spell or guns and grenades. This is true weather it is personal combat or a military campaign. It would be an interesting experiment to make a board game that involved some sort of open ended decision making that you find in rpgs. It might be a haggling/trading system were the players work out the sale price of an item like you might do in monopoly. "I'll trade you a horse and an elixir of mightiness for that sword of fire."

As my good friend Joe used to say " I break through the wall of force with me vorpal sword and slay the purple worm" every single week. :roll:

Johan
Johan's picture
Offline
Joined: 10/05/2008
"Role Playing" in a board game.

Without having anyting to do with RPG, there are several games that involves an "open ended decision making". Example:
Diplomacy (Avalon Hill)
Civ (and advanced Civ) (Gibson games (Avalon Hill))
Republic of Rome (Avalon Hill)
Junta (West End Games)

But I have never seen a any Board Game RPG:s that works.

// Johan [/b]

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
"Role Playing" in a board game.

Functionally, the way you bring role-playing into board games is by gving each player a specific character to play.
Sometimes this can be done with generalised roles (I've seen some very animated games of Modern Art and Princes of Florence) but it is only when players are given clear guidance that the role-playing aspect comes into its own.

This is, of course, a very difficult trick to pull off, since the characters need to have some semblence of balance without being so similar that they might as well not exist. This is one of the issues that is holding up development of Heist as I try to keep the powers roughtly balanced.

Junta is a good example of a game in which players adopt certain characters - even though the "roles" they get to play change throughout the game, the fact that certain options are only open to certain characters encourages a little more role-playing than is usual in that sort of game.

IOW I think that if the game is designed around players adopting specific characters (rather than generalised ones) then the role-playing aspect is more likely to become visible.

Anonymous
"Role Playing" in a board game.

Probably my favorite game is Castle of Magic, which gives each player a secret clan membership and scoring goals. Role playing in the tradional sense is quite limited - players are only allowed to discuss with each other when a 'talk chip' is turned in, at which point everybody runs off to trade information about each other or the game goals. The differing goals, however, do make people act 'in character' in what things they pursue, and the clans and compatible/incompatible goals lead to alliances.

Anonymous
Thematic Game Design

I think the best way to promote Role-Playing within a board game is to to design the game in a highly thematic way, and thereby hope to stimulate roleplaying from the sense of immersion in the theme of the game. Take the Mayfair card game, Bang! for instance, there is wild west artwork everywhere, special characters for everyone who plays, and roles that those characters play. When you add all those elements together players start talking with cowboy accents, (and whenever possible beer starts flowing in room) and whole "saloon" atmosphere sort of creates itself. It really only takes a one or two players to set off a chain reaction in the play group, and before you know it everyone is highly involved in the theme. The key in the game's design then is to first off, have an appealing theme to roleplay. Nobody wants to role play an interesting mathematical equation mechanic, they want to be cowboy or an indian! Disguise all your clever mechanics behind a master theme, or what I do, build the mechanics around the theme to begin with. Give a little background story, not invasive so the players can't run with it and create their own fantasy, but something, and preferably tie it in with the goal or victory conditions of the game. Why do I want to reach the finish line as character X or character Y, or what drives or motivates me to win the game? Different goals and character variety go a long way to appeal to as many player stereotypes as well, maybe I'm a do-gooder at heart, or an evil mastermind, a good game will allow for both. That should be enough ideas to get started, but in a nutshell, the overiding characteristic in a game that gets roleplayed and one that doesn't is a strong sense of theme, which is seldom present in some of the more popular German games. It's very easy to see people role playing a bully in games like Lunch Money, more so than say Puerto Rico even though Puerto Rico is a more sophisticated design. The next generation games in my opinion will combine the best of both, a deep game with an addictive theme.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
"Role Playing" in a board game.

I think what I meant by my initial post is how can an RPG rules set be combined with a Board Game structure...

For example, this Pirate game that started out in the Collaborative Design Project has the potential to turn into many things. One direction it could go is almost like an RPG where the players each control an aspiring seaman who, over the coarse of the game developes into either a hardened Pirate in command of a band of cutthroats, or perhaps a morally righteous vigilante in command of a small fleet of "pirates"...

This seems to me to lend itself to an RPG system. is there any way to representt hat within a board game, in order to keep it more concise and structured?

- Seth

Anonymous
"Role Playing" in a board game.

maybe this is not what you mean...

In many board games you play from a characters perspective. You might play a real-estate speculator (Monopoly) or an army general (Ogre/GEV or AH Panzerschmuck etc). Sometimes it gets a bit difficult to tell the exact role of the player, such as controlling a loose alliance of game entities (eg. Kingmaker).

It might be an ingredient of a good board-game to create a role-playing experience for the player.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
"Role Playing" in a board game.

Some people find it easier to get into boardgames if they can bring an element of role-playing to the game (as in the examples cited.)
Other people find that this actively puts them off playing as it distracts from what they consider the essence of the game.

I think that this may be one of the things that makes games like Princes of Florence, Puerto Rico and Euphrates & Tigris so successful: those gamers who want to bring role-playing to the game can do so without it being a fundamental or required part of the game.

So I don't think that increasing the role-playing element is key to increasing the success of games, but it certainly seems to contribute to it.

phpbbadmin
Offline
Joined: 04/23/2013
"Role Playing" in a board game.

sedjtroll wrote:
I think what I meant by my initial post is how can an RPG rules set be combined with a Board Game structure...

For example, this Pirate game that started out in the Collaborative Design Project has the potential to turn into many things. One direction it could go is almost like an RPG where the players each control an aspiring seaman who, over the coarse of the game developes into either a hardened Pirate in command of a band of cutthroats, or perhaps a morally righteous vigilante in command of a small fleet of "pirates"...

This seems to me to lend itself to an RPG system. is there any way to representt hat within a board game, in order to keep it more concise and structured?

- Seth

Ahh now this is something I can sink my teeth into. A lot of adventure games have accomplished this task (successfully? Not sure) such as Talisman, Blackbeard, Arkham Horror, Dungeonquest, etc. This is done with a sort of subset of a 'full RPG' rules, I.E. three or four stats, limited equipment, and a rigid set of actions that the players can attempt.

So I assume by RPG mixed with Board Game you mean a game where a player takes on the role of a character (or multiple characters) and develops him/her over the course of the game, adding equipment, skills, etc. over the course of the game?

I've always loved games like this but as I grow older, I find them harder and harder to play because of the average (usually circa 3 hours) length involved in completing a game.

I can't really address your question as I haven't actually sat down and done a game this way, but I have thought a lot about it. The dilemna is creating a game system that is as open ended as possible all the while restricting as much as possible (quite a balancing act). Basically define what you will allow your players to do, define it well, and then leave it as open ended as possible, and hope for the best.

Here's some questions you need to ask yourself:
What is the goal (or possible goals) of the game?
What actions should the players be allowed to attempt to accomplish this goal, be it directly or indirectly?
How do the characters differentiate themselves from other characters?

The previous question is pretty much the most important question when dealing with a RPG style board game. If all the characters are the same, then what's the point?

For instance, say you are making a game about standard pirating. Characters might have different skills (sword fighting, seamanship, cheating), different equipment (rapier, musketgun, parrot, eyepatch, etc), followers (Davey Jones, Big John, etc), a ship (the Jolly Roger of course).

Each one of these things will serve to differentiate one character from the next. and I think that character development is the defining factor in such a game.

I'd love to develop a RPG subset board game system; anyone care to collaborate on such a beast?

-Darke

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
"Role Playing" in a board game.

Darkehorse wrote:

I'd love to develop a RPG subset board game system; anyone care to collaborate on such a beast?

Well, you're welcome to help me think about this Pirating pseudo-rpg ;)

Seems to me a lot of the time when you play those videogame RPGs, you can really ignore the 'personality' or the actual Role playing- You can just be a set of stats walking around. The resto of the game would have to have personality and character, but since you don't really look at yourself it doesn't much matter.

As such, making the characters different which, as you mention, is so important, might not really be necessary. The Players' characters anyway. They are different because they are controlled by the different players, and they each have their own goal (to win the game)- this is in the case of a Board Game that I am speaking from.

So I think the trick would be to make each PC start out the same... and let their actions differentiate them. Now I see that the tricky thing is that if they're all the same then there's a problem with everyone's optimal path to victory being the same. There would need to be something- maybe a random element- to set the players on different paths.

Just some thoguhts... now I'm late for work...

- Seth

Anonymous
Role playing in board games, interesting.

Well, here's my idea and maybe it's a bit complex, maybe not and it only really applies if there are none player characters (NPCs) involved.

This would mean that the attitudes and how you treat the NPCs (and by extension the other players) would influence how they react to you.

For instance in the game you are playing a pirate who needs to buy supplies at a store. So the Shopkeeper (NPC) gets a random tile that gives him/her a "mindset" and then you can choose the type of pursuation to get the best price. Ie: flattery, bullying, haggle etc. Then you flip over the Shopkeepers tile to see if it works or not. Or if you have control of a fleet of ships and you attack an opponent players' ship their decision on whether to surrendor or not might be made becuase you've made the crew of all the other ships you've taken walk the plank or just set their ships on fire vs. dropping them off at the nearest port.

Now this may be way off topic but to me what makes a RPG a RPG isn't the stats and stuff, it's the emotional qualities versus the calculated ones of boardgames. Ie the "role" you play (mean, pleasant, and inventiveness, etc.) means a lot more than the just calculations of odds/strategy. Or more importantly the use of emotion helps/hinders ones strategy depending on how it is applied.

I wonder if that that helps or is even related to the original question...

JPOG
Offline
Joined: 12/31/1969
"Role Playing" in a board game.

I think the best points made are regarding the 'essence' of role-playing, being interaction, etc. HOWEVER, from my take on the original question, this question isn't actually ABOUT role-PLAYING, its about adapting or making use of a role-playing game's *MECHANICS*, ie, hit points, strength, weapons, damage, etc. whatever.

If I am somewhere near the mark, I say yes, you CAN adapt/adopt rpg style mechanics to a board game, but the most important question is WHY? If you like all the rules and specific aspects of skills or what-have-you - then why are you not playing the rpg? If you want a faster, less mentally-draining (less actual character portrayal and keeping track of things mentally) game, then why would you want to carry over the stats and mechanics to a board game?

Personally, I have tinkered with both original HeroQuest (Milton Bradley) and yes, Axis and Allies, until you almost couldn't recognize them, with all the rpg-esque rules I saddled them with, which worked to a large extent, surprisingly.

For Heroquest, basically, I cannibalized every other fantasy game I had, and so Dungeon, Heroquest, Darkworld and Dragonstrike elements are all combined into one gigantic morass of house rules - I even added character creation, including powers, etc. In all, did it make it better? Marginally, in that there were more OPTIONS, but overall, I think it only served to complicate things and present a rather baffling and disjointed system, even to people used to playing this monster.

Axis and Allies, I went for Armor and Weapons upgrades (I think), using a new random technology tables, allowing you to upgrade unit armor or weapons, etc. It turned out ok but was far too hard to keep track of, what with the To Hit system and all - and don't even get me started on Hit Points.

I think you SHOULD experiment, BUT I think you should also be wise enough to know when something won't work, or might work, but makes the game decidedly more complicated and possibly less enjoyable, than the original (for EVERYONE, not just you). I'm a big rpg fan and play Call of Cthulhu and Warhammer (rpg, not tabletop) and I think board games could have something approaching a more hybrid, sophisticated resolution basis, without becoming more difficult, but I think its a fragile balance.

doho123
doho123's picture
Offline
Joined: 07/21/2008
"Role Playing" in a board game.

Quote:
HOWEVER, from my take on the original question, this question isn't actually ABOUT role-PLAYING, its about adapting or making use of a role-playing game's *MECHANICS*, ie, hit points, strength, weapons, damage, etc. whatever.

I guess it depends on how you difine what roll playing is. Given the above list of role-playing mechanics, I could easily argue that Peurto Rico has role-playing mechanics, since throughout the game your player's stats" increase (the ability to produce stuff), and get modified through various "weapons" (buildings) that you collect. I think a lot of board games can be abstracted like this. Therefore, I think it is very easy to incorporate those type of things into a board game.

However, to me, the unique mechanics that define an RPG versus other games is the ability for the players to do whatever they want to do, whereas as their stats are a reflection of their chance of success. Also, things like definite turns orders don't apply. In this regard, I think of RPG's as being generally structure-less in terms of how a 'turn' is performed, whereas as all other type of games have a pretty rigid structure to follow.

zaiga
Offline
Joined: 12/31/1969
"Role Playing" in a board game.

JPOG wrote:
I think the best points made are regarding the 'essence' of role-playing, being interaction, etc. HOWEVER, from my take on the original question, this question isn't actually ABOUT role-PLAYING, its about adapting or making use of a role-playing game's *MECHANICS*, ie, hit points, strength, weapons, damage, etc. whatever.

Just because most RPG's use stats and dice does not mean that every RPG or RPG-esque game needs them! Heck, I played lots of AD&D in my younger years and I often wondered if we could not just get rid of the dice and the stats and just get on with the story!

I think the reason why our AD&D group finally broke up was because half of the group was interested in roleplaying and making a cool story and the other half was interested in battles and min/maxing their stats by using obscure rules from obscure expansion books. To each his own I guess.

- Rene Wiersma

Syndicate content


forum | by Dr. Radut