DM Cojo on Playing Pretend
Brett and Sean,
As I listened to you discuss the concept of “playing pretend” in RPGs, I found that I definitely agree that when we were kids, there was less need for us to be prompted by the game mechanics to act out what our characters did or said. I agree, that many adult gamers or gamers new to the hobby can struggle with this.
Your discussion made me realize that as an adult gamer, I have gravitated towards games that include some mechanics that promote this kind of narrative/pretend play. Although I’m not into the more free form story games…I like when a simple game mechanic can drive the narrative at my table.
One example of this is the “Mighty deed of arms” mechanic in Dungeon Crawl Classics RPG. That mechanic encourages narrative/pretend play by having the warrior or dwarf describe whatever cinematic melee action they want to attempt. Then they roll a “deed die” with their attack die. If the deed die comes up 3 or higher…their deed succeeds. The higher the roll, the more successful their action is…and the deed die scales up with level progression, so higher level characters roll a larger deed die, but the target is still 3+.
Another game that does this well is FFG’s Star Wars narrative dice system. The fact that players not only achieve successes and failures, but also narrative “advantages” or “threats” really pushes players to narratively describe additional elements of game play…thus, more interactive “pretending.”
I find that my games are so much better when the players and GM put some imaginative pretending into their play, and definitely appreciate game systems that embed that into their mechanics.
Thanks!
DM Cojo