I define an RPG as a story-focused game where the gameplay is just as much, if not more, dependent on numbers as it is player skill/reflex
And I think that definition of 'RPG' can be taken to the bank.Dastardly said:Here are a few ways to think about whether a game is encouraging you to play role or not:
- Choice is a key element in RPGs, but a particular kind of choice. Choosing which gun to use to defeat the bad guy is not an example of this, because that's a "player choice" (You're deciding based on what's best for you as a player outside the game). But choosing whether you'll fight the bad guy, try to talk him down, or try to sneak through him? If done well, that represents a character choice. (You're deciding based on what you feel the character would do in that situation.) Decisions like this serve to put you in the mind of your character, which encourages the playing of the role. Do some people still think of it mathematically? Sure! Personal taste still factors in. But the game isn't built around that.
- There's a difference in reading a news article and reading a story. News articles are to give you information about your world. A story is designed to pull you into another. Mechanically, there's no difference in how you read -- still left-to-right, top-to-bottom, this letter makes that sound, etc. -- but the purpose is vastly different from one to the other.
Beyond reading a story, you might find yourself acting out a story (a play). Now, the lines are scripted for you, but you still have control over how you read them -- tone, inflection, accent, costume, staging... And one step further would be writing a story or play, in which you have even more creative control over what's happening. So, if you arranged these in a line:
1: Reading Information ---> 2: Reading a Story ---> 3: Acting out a Story ---> 4: Writing a Story
Transferring this to games:
1: Playing Mechanics ---> 2: Playing in a story ---> 3: Participating in a Story ---> 4: Creating a Story
Roleplaying games would be those that fall somewhere in levels 3 and 4. Games that fall between levels 2 and 3 might be called "games with roleplaying elements." Level 1 contains "pure games" like Tetris and Bejeweled, while Level 2 contains games like Ocarina of Time (with side quests pushing toward Level 3). Super Mario Bros. would be between 1 and 2.
Note Well: Just because a game encourages Level 3 or 4 roleplay doesn't mean the player always does it. There are plenty of people who play Mass Effect only thinking about stats and "right" endings, but that game's design is still clearly in the high 3 category (you're acting out an existing story, but making decisions about its direction). World of Darkness may be a Level 4 roleplaying system, but plenty of folks play it at Level 1 by focusing entirely on the stats.
This is a good example I think. I know a lot of video games (especially now) aren't capable of doing such a thing, but I think that if a game has at least one of the two things I mentioned, it's worth considering an RPG. If either/both are in a game, I think those would be considered "RPG elements".You are out in a forest, and you try an awareness check. There is a forest troll 100 meters further into the forest that has not noticed you. That is the conflict. The resolution can be almost anything. You could just walk in the opposite direction, you could try to sneak past, you could play an assassin and shoot it with your bow from afar, confuse it with magics, fight it, or you could go to town, hire a thug and get them to hunt it. Tell the guards and have them deal with it. Whilst combat is an option, it is not the only option. This is one of the main defining factors of RPGs from War games in the Systems department. Not everything has to end with a dead opponent. You are given a lot of options as to how to deal with it, and your goal isn't to win the battle, merely to solve the conflict. With a good ruleset, you should get experience for however you solve it. Speech for getting the guards, or a thug, or a hunter, sneak for sneaking past it, assorted combat/magic skills based on how you fought it. The only thing you wouldn't get experience for is just walking away, as that is avoidance of the conflict rather than dealing with it.
Completely disagree, you are "role-playing" as Lightning in FFXIII or Cloud in FFVII as much as you are "role-playing" as Bayonetta or Mario. You are controlling completely set characters in the Final Fantasy series, you can't just choose what they say or what they do. Tidus will fall in love with Yuna (the most uninteresting woman ever) and you can't do nothing about that.TehCookie said:No you are just given a role or play instead of creating your own.Phoenixmgs said:Pretty much every JRPG is not a RPG because those games have no role-playing in them.
RPGs are just a badly named genre. A jellyfish isn't a fish because it has fish in the name. Role-playing games aren't games you play a role (you play a role in every game). Role-playing games were originally based off of D&D and include some sort of leveling system along with stats. RPGs are all about the numbers.
The only reason why table-top RPGs don't have physical player skill involved is because the limitation of table-top games, there is no physical skill involved with board games, chess, cards, etc. It's the nature of the medium. LARPing can involve the physical skill of players. Role-playing itself I would say is gameplay just as walking around talking to people is gameplay in adventure games.Anthraxus said:In true RPGs...Characters skills/dice rolls/tactics > players twitch skills
Games should be judged first on their GAMEPLAY, because they're GAMES.
I only feel that is due to the inherent limitations of table-top gaming, you really can't allow physical skill in table-top games like board games, chess, cards, etc. You are not going to bring a replica sword to a DnD campaign and physically swing it to show the DM you good at swinging a sword, it's just totally unpractical. LARPing can involve the physical skill of players into the game while the system still has rules and limits players to what they can do. Whereas video games are inherently about a player's hand-eye coordination skills even way back to pong.Joccaren said:Let me also tell you something about playing a role, that discludes all FPS ever, all 3PS, all action adventure games - any game which requires the players skill and not strategy...
- Agree. Video games do have limitations to how much the world can react to you, you can't expect this aspect to be perfect.-The capacity to role play. This includes the world reacting to you. Unless you're doing a massive single-person-plays-the-whole-world sort of thing, the world must react to you for it to allow role playing, as if you don't want to act out everyone else there is no capacity for them to act out themselves.
-No skill based system. This prevents you from not playing your character, but having them play you. Now, you are only able to play your character. Your characters skill determines things, and you are playing a role, 'nough said.
-Multiple ways to approach many situations, with little railroading. This is another part of role playing. You often don't have a choice of whether or not to do something monumentally stupid. Let me take the Deus Ex boss fights as an example.
I disagree that you have to level up skills/abilities/whatever as character development is also a big part of character progression. What if you are role-playing as just a father, what skills and abilities would you even have to level up/improve?-A progression system. I'll cover good and bad progression systems, but such things are not needed, only as points towards how good of an RPG it is, not whether it is an RPG or not.
A progression system is needed to show character growth. It does not need levels, or new ability unlocks and perks. It can be similar to Skyrim's, without its levels and perks, and still be a good progression system - just a different style of one. If your character gets better at things by some means, then it works. Be it using magic makes your spells more powerful, or you level up and add points to your intelligence stat and pick a magic ability to give yourself more magic power.
Agree, there has to be some kind of inventory system. Even if you are say a father looking for your son, you would need to have an inventory system for handling money and clues and stuff like that. I agree to a point about Mass Effect 2, it breaks some immersion when you can't search fallen enemies (or they don't drop stuff). I didn't mind it in Mass Effect 2 as I was an Infiltrator so sniping was my game and it's not like enemies were snipers, then I got a sniper rifle that didn't even make sense that Shepard would be able to carry so no enemies would've been carrying a better sniper rifle anyways. Or the RPG could be about upgrading weapons instead of getting better weapons like Dark Souls, which is all about upgrading your weapons into greatness instead of getting new and better weapons for the most part. Also, not letting you pick up literally everything enemies have on them could be done for the sake of game balance like shotguns in shooters have a much shorter range than real shotguns for the purpose of weapon balance.-An inventory system of some description. Why? Well, you could RP a character with no belongings, but that's not true. It provides an opportunity for role playing. It doesn't matter if its a Dragon Age: Origins style inventory system, or a *Shudders* Mass Effect 2 Inventory System, but there needs to be one. You will notice this is a very broad span of inventory systems, and it is meant that way.
A bad inventory system is Mass Effect 2's inventory system. It gave the player little choice. Yes, you had the choice of which weapon you wanted to use, which armour you wanted to wear, but no choice on whether you searched dead enemies or not.
I'm not going to do some RPG historical research and I'll just assume you're right. The games were not called RPGs until role-playing became a part of them, that's why they were just called just wargaming.Aurgelmir said:To me defining the term Role Playing Game you have to look towards the origins of Paper and Pencil role playing.
Which, if I am not mistaken, derives from table top wargaming. The first games were very much all about the stats and fighting fights, the "playing your character" aspect came later.
So when I hear people say that unless you are given chance to create the personality of your character you are not playing an RPG, I get a bit miffed. Because to me that is a modern part of it, but all in all most RPGs are called this because of the stats and leveling mechanics.
Some times you can say games have "RPG elements" meaning that you get the leveling elements of an RPG, but with less emphasis on them.
The characters are not suppose to become you, you become the characters. When playing Bayonetta she isn't suppose to act like you because she's not you. You are her, you are suppose to be a strong sexy witch. If I tell you to act like a kid, even if it's against the character you wanted to be you are still role-playing, it's just a role you don't like. I don't give a shit about Peach, but when I play Mario I pretend to since I'm suppose to be the Italian plumber that saves the queen.Phoenixmgs said:Completely disagree, you are "role-playing" as Lightning in FFXIII or Cloud in FFVII as much as you are "role-playing" as Bayonetta or Mario. You are controlling completely set characters in the Final Fantasy series, you can't just choose what they say or what they do. Tidus will fall in love with Yuna (the most uninteresting woman ever) and you can't do nothing about that.TehCookie said:No you are just given a role or play instead of creating your own.Phoenixmgs said:Pretty much every JRPG is not a RPG because those games have no role-playing in them.
RPGs are just a badly named genre. A jellyfish isn't a fish because it has fish in the name. Role-playing games aren't games you play a role (you play a role in every game). Role-playing games were originally based off of D&D and include some sort of leveling system along with stats. RPGs are all about the numbers.
I have a few friends that play DnD and MnM (Mutants and Masterminds) for all the wacky stuff they can do and say outside of battle. They don't care about numbers and leveling or min/maxing characters and all that stuff. I believe we have actually have had a session or two over the years where there was no battling whatsoever.
I'm just saying if RPGs first started in another medium, then physical skill would probably be apart of a RPG. It only makes sense to add player skill into the mix when transitioning to medium where player skill is a natural part of the medium.Anthraxus said:And that's how it should be. I don't get it. Are you saying every game ever created should have physical skill involved ? If i want to play something where physical skill is involved, I'll play sports or something of that nature.Phoenixmgs said:The only reason why table-top RPGs don't have physical player skill involved is because the limitation of table-top games, there is no physical skill involved with board games, chess, cards, etc. It's the nature of the medium.
LARPers just crack me up, btw.
But that then makes every game a RPG. Bayonetta and Mario are 100% set-in-stone characters, everything they do and say is scripted by the writer. If I'm playing as a sexy witch in Pathfinder (basically DnD 3.75 because 4.0 sucks), I still have to role-play as a sexy witch but I am still free to say and do things. It's not like I have a script in front of me and I have to say the lines in the script and do what the script says.TehCookie said:The characters are not suppose to become you, you become the characters. When playing Bayonetta she isn't suppose to act like you because she's not you. You are her, you are suppose to be a strong sexy witch. If I tell you to act like a kid, even if it's against the character you wanted to be you are still role-playing, it's just a role you don't like. I don't give a shit about Peach, but when I play Mario I pretend to since I'm suppose to be the Italian plumber that saves the queen.
I never said I just want to role-play, I was just defining what I think a video game RPG should be is all. I enjoy fighting in DnD and building characters.I can also play Skyrim without doing a majority dungeons, doesn't mean that's the way it's suppose to be played it's just gives me the freedom to play it how I want. Besides if you don't want to fight while playing DnD, why don't you just role-play? The Escapist has a complete subforum for it or you can do it with your friends.
Player character development is the vague term in that definition. To me, player character development would mainly be the equivalent to the dialog choices and narrative decisions you get to make as Shepard in Mass Effect. I'm guessing you and many others would say that is leveling up.Back to the main point though even if we do have different perspective on what constitutes as role-playing I did say it was a badly named genre. RPGs aren't about role-playing, it's about a game play mechanic just like how all the other genres are sorted. You visited the wrong Wikipedia page for the definition of RPG A role-playing game is different than a role-playing video game.
"Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests. The major similarities with pen-and-paper games involve developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion. Electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences."
This I definitely agree with. There is a reason that RPGs are not called War Games, and this is one of them. The capacity to play a role rather than just deal with a battle in a war. Take Chess. It is a sort of war game. You have your pieces, your goal is to destroy the enemy's army or take their general. Yes, you could role play that you are the good king of Wonderland and they are the devil's army invading, but at its core it is about that battle, and how to win and who does win. If it were an RPG, there would need to be a reason to roleplay to do with the game, other than just 'I want to think that I'm being the good/bad guy here'.I'm not going to do some RPG historical research and I'll just assume you're right. The games were not called RPGs until role-playing became a part of them, that's why they were just called just wargaming.Aurgelmir said:To me defining the term Role Playing Game you have to look towards the origins of Paper and Pencil role playing.
Which, if I am not mistaken, derives from table top wargaming. The first games were very much all about the stats and fighting fights, the "playing your character" aspect came later.
So when I hear people say that unless you are given chance to create the personality of your character you are not playing an RPG, I get a bit miffed. Because to me that is a modern part of it, but all in all most RPGs are called this because of the stats and leveling mechanics.
Some times you can say games have "RPG elements" meaning that you get the leveling elements of an RPG, but with less emphasis on them.
I already covered this in the linear v non-linear RPG thing further up.Phoenixmgs said:Completely disagree, you are "role-playing" as Lightning in FFXIII or Cloud in FFVII as much as you are "role-playing" as Bayonetta or Mario. You are controlling completely set characters in the Final Fantasy series, you can't just choose what they say or what they do. Tidus will fall in love with Yuna (the most uninteresting woman ever) and you can't do nothing about that.TehCookie said:No you are just given a role or play instead of creating your own.Phoenixmgs said:Pretty much every JRPG is not a RPG because those games have no role-playing in them.
RPGs are just a badly named genre. A jellyfish isn't a fish because it has fish in the name. Role-playing games aren't games you play a role (you play a role in every game). Role-playing games were originally based off of D&D and include some sort of leveling system along with stats. RPGs are all about the numbers.
I have a few friends that play DnD and MnM (Mutants and Masterminds) for all the wacky stuff they can do and say outside of battle. They don't care about numbers and leveling or min/maxing characters and all that stuff. I believe we have actually have had a session or two over the years where there was no battling whatsoever.
There is more reason than physical skill not coming into it.The only reason why table-top RPGs don't have physical player skill involved is because the limitation of table-top games, there is no physical skill involved with board games, chess, cards, etc. It's the nature of the medium. LARPing can involve the physical skill of players. Role-playing itself I would say is gameplay just as walking around talking to people is gameplay in adventure games.Anthraxus said:In true RPGs...Characters skills/dice rolls/tactics > players twitch skills
Games should be judged first on their GAMEPLAY, because they're GAMES.
Whilst it may be impractical, it is possible. Hell, look at LARP. They bring swords and that and swing them to show their skill. As said above, the main difference between a LARP and an RPG is the skill involved.I only feel that is due to the inherent limitations of table-top gaming, you really can't allow physical skill in table-top games like board games, chess, cards, etc. You are not going to bring a replica sword to a DnD campaign and physically swing it to show the DM you good at swinging a sword, it's just totally unpractical. LARPing can involve the physical skill of players into the game while the system still has rules and limits players to what they can do. Whereas video games are inherently about a player's hand-eye coordination skills even way back to pong.Joccaren said:Let me also tell you something about playing a role, that discludes all FPS ever, all 3PS, all action adventure games - any game which requires the players skill and not strategy...
A lot of this will have been covered further up, and I do get what you are saying, but I must disagree.- Agree. Video games do have limitations to how much the world can react to you, you can't expect this aspect to be perfect.-The capacity to role play. This includes the world reacting to you. Unless you're doing a massive single-person-plays-the-whole-world sort of thing, the world must react to you for it to allow role playing, as if you don't want to act out everyone else there is no capacity for them to act out themselves.
-No skill based system. This prevents you from not playing your character, but having them play you. Now, you are only able to play your character. Your characters skill determines things, and you are playing a role, 'nough said.
-Multiple ways to approach many situations, with little railroading. This is another part of role playing. You often don't have a choice of whether or not to do something monumentally stupid. Let me take the Deus Ex boss fights as an example.
- I see what you are saying but I disagree, I explained why earlier in my replay. The game system can set plenty of rules and limitations while giving you abilities that you don't normally have. Plus, the aspect of role-playing the character through dialog and decisions (that have nothing to do with physical skills) is more important than physicality of the character. A sports player would say it is the person that he is that defines him, not that he's a football or baseball player.
- Agree. Deus Ex HR failed at the boss battles but the rest of the game succeeded at letting you approaching situations differently, for the most part.
I disagree that you have to level up skills/abilities/whatever as character development is also a big part of character progression. What if you are role-playing as just a father, what skills and abilities would you even have to level up/improve?-A progression system. I'll cover good and bad progression systems, but such things are not needed, only as points towards how good of an RPG it is, not whether it is an RPG or not.
A progression system is needed to show character growth. It does not need levels, or new ability unlocks and perks. It can be similar to Skyrim's, without its levels and perks, and still be a good progression system - just a different style of one. If your character gets better at things by some means, then it works. Be it using magic makes your spells more powerful, or you level up and add points to your intelligence stat and pick a magic ability to give yourself more magic power.
Agree, there has to be some kind of inventory system. Even if you are say a father looking for your son, you would need to have an inventory system for handling money and clues and stuff like that. I agree to a point about Mass Effect 2, it breaks some immersion when you can't search fallen enemies (or they don't drop stuff). I didn't mind it in Mass Effect 2 as I was an Infiltrator so sniping was my game and it's not like enemies were snipers, then I got a sniper rifle that didn't even make sense that Shepard would be able to carry so no enemies would've been carrying a better sniper rifle anyways. Or the RPG could be about upgrading weapons instead of getting better weapons like Dark Souls, which is all about upgrading your weapons into greatness instead of getting new and better weapons for the most part. Also, not letting you pick up literally everything enemies have on them could be done for the sake of game balance like shotguns in shooters have a much shorter range than real shotguns for the purpose of weapon balance.-An inventory system of some description. Why? Well, you could RP a character with no belongings, but that's not true. It provides an opportunity for role playing. It doesn't matter if its a Dragon Age: Origins style inventory system, or a *Shudders* Mass Effect 2 Inventory System, but there needs to be one. You will notice this is a very broad span of inventory systems, and it is meant that way.
A bad inventory system is Mass Effect 2's inventory system. It gave the player little choice. Yes, you had the choice of which weapon you wanted to use, which armour you wanted to wear, but no choice on whether you searched dead enemies or not.
This is what I, and many others, are saying is the problem with the simple 'Its a game in which you play a role' definition. That definition means NOTHING. There are other things that are expected of RPGs, and the capacity to play that role encompasses only part of it.Phoenixmgs said:But that then makes every game a RPG. Bayonetta and Mario are 100% set-in-stone characters, everything they do and say is scripted by the writer. If I'm playing as a sexy witch in Pathfinder (basically DnD 3.75 because 4.0 sucks), I still have to role-play as a sexy witch but I am still free to say and do things. It's not like I have a script in front of me and I have to say the lines in the script and do what the script says.
Or progressing through the narrative and having it affect and change the character. Cloud from FFVII has quite a bit of development but it's all scripted. Playing Skyrim my character has no progression, she has the same personality I gave her from the start but I still consider it an RPG. However that is only a part and not the only thing that makes something an RPG.Phoenixmgs said:Player character development is the vague term in that definition. To me, player character development would mainly be the equivalent to the dialog choices and narrative decisions you get to make as Shepard in Mass Effect. I'm guessing you and many others would say that is leveling up.
Character customisation is not necessary for roleplaying. It is necessary for creating a role, but not playing it. The First Mass Effect is a pseudo linear RPG with third person shooter elements. You don't have to be able to make your own character with 100% unique playstyles, hell, JRPGs are often more RPG then Mass Effect and in them you'll play a fixed role. For an RPG to be non linear, you need to have the ability to customise your character, but not for it to be an RPG.isometry said:I agree with you OP, RPGs should be defined by roleplaying and not game mechanics. I've also concluded that most JRPGs are not RPGs, and I would say that this causes unnecessary confusion about the term "RPG."
To be an RPG, roleplaying should be a part of the gameplay, and not just the plot and dialog elements. An RPG should allow meaningful choices that effect the gameplay style of the protagonist(s). In this sense I don't consider Mass Effect to be a full RPG, it's a good game but the character customization is not very pronounced in terms of gameplay styles that really feel distinct.
I don't understand how you came to this conclusion. In Mass Effect, Shepard is not me. Shepard is like a DnD character with a set alignment, Shepard is a good character no matter what. You can decide how nice your Shepard is by doing Paragon options, and the Renegade options are there for doing some cool and badass stuff and doing some dickish stuff. You are setting Shepard's personality to a degree much like playing a lawful good character, you have set limitations as to what you can do, but then you have the freedom to do whatever within those limitations.Joccaren said:From this whole thing you seem to be throwing the idea that the character becomes you instead of you becoming the character (See my skills vs stats thing).
Under your rules for role-playing as a character, you role-play in every game that has a controllable character. You role-play as Batman in Batman AC, then you would role-play as Lara Croft in Tomb Raider, Mario in SMB, etc. Then, Batman AC is an action RPG since player skill is involved. Now, if Batman AC were to have turn-based combat (removing player skill), it would be basically exactly on par with a Final Fantasy game in regards to how much of a RPG it is as Batman has health and armor to level up, and lots of abilities to gain.In Linear RPGs, you're not supposed to pick every little thing that happens in the story, that's why its linear. In JRPGs, you take the role of that character, and whilst you may not like Whatsherface, the character you are in the role of might, and thus it is perfectly fine for them to fall in love with. They have their predefined personality that determines how they interact with other characters. That is one of the main differences between linear and non-linear RPGs - you have the character's psych made for you as opposed to you making it yourself.
Take Arkham City. Not a role playing game, but you role play Batman in it. Why do you not get the choice to kill Res Al Gul (Or however its spelt), why no option to let him kill Talia? Simple. Its not his character. He wouldn't do such a thing. He is a predefined character that you turn yourself into to play the game. That is the whole point of it being a Batman game.
LARPing is a GAME because LARP is an acronym for Live Action Role-Playing Game, it's just that they took out the "G" to make the acronym. Here's the Wiki [http://en.wikipedia.org/wiki/Larp] stating that LARPing is a game as LARPing is definitely different from say being in a Ren fair as there are winners and losers when you LARP because it's a game.There is more reason than physical skill not coming into it.
Note though that LARPing is LARPing, not an RPG. Live Action Role Playing, as opposed to a Role Playing Game. The skill required is something that defines a LARP as opposed to an RPG.
I'm not saying a video game has to have skill, there's lots of games without skill like Sim City. I'm just saying player skill is almost always part of a video game as probably well over 90% of video games involve player skill. It would just be natural to add in player skill to a video game version of something (a RPG) that was originally non-skilled based because the other medium's limitations (table-top gaming). Even games like Heavy Rain that are basically video game movies add in some player skill into the game.Videogames are inherently about a players skill in some games. Are we saying Dragon Age Origins is not a video game because it follows the classic RPG formula of stats>skill?
The aim of CRPGs is to recreate the RPG experience on a computer. This means stats>skill is an inherent part of a CRPG, as much as it is an RPG.
In your Pokemon example, I would say you are role-playing outside of the game itself. Your dialog has no affect on the game in any way. Dialog choices in Mass Effect have in-game effects.TehCookie said:Just curious, what would you consider Pokemon? You have no in game dialog choices but the character is a blank slate for you to create whoever you want. I give the game my own dialog when I play it. By that I mean I talk to the game like a crazy person.
Or Catherine, since it has dialog options and as much role-playing as Mass Effect but no combat.
Thing is. What is Role-Playing then. Because I see a lot of people think it means "I get to choose responses and mold the story".Phoenixmgs said:I'm not going to do some RPG historical research and I'll just assume you're right. The games were not called RPGs until role-playing became a part of them, that's why they were just called just wargaming.
Actually, from my understanding, when DnD came out it was basically a dungeon simulator. The plot was a device to set up your next series of fights. RPGs have always been about combat and character progression.Phoenixmgs said:I'm not going to do some RPG historical research and I'll just assume you're right. The games were not called RPGs until role-playing became a part of them, that's why they were just called just wargaming.
Aurgelmir said:Thing is. What is Role-Playing then. Because I see a lot of people think it means "I get to choose responses and mold the story".
But it can well be "I am going to play the role of one or more existing characters and watch a story unfold"
It became Role Playing games as soon as the player moved from playing big armies and started playing one single person.
According to Wikipedia [http://en.wikipedia.org/wiki/Timeline_of_role-playing_games], the 1st RPG was Braunstein [http://en.wikipedia.org/wiki/David_Wesely] which had a good amount of role-playing.RedEyesBlackGamer said:Actually, from my understanding, when DnD came out it was basically a dungeon simulator. The plot was a device to set up your next series of fights. RPGs have always been about combat and character progression.