Core Gameplay Loops in Tabletop RPGs

in #gaming6 years ago

A core gameplay loop is a key part of any game. It is the part that players most often interact with.

It's worth noting that this is the recurring element which drives play. It's not necessarily the moment to moment experience, but why the players undertake their actions.

If we use Borderlands as an example, the core gameplay loop is to collect new gear.

In a tabletop RPG, the focus is typically different.

Because it is a social endeavor (with some notable exceptions), the usual focus on telling a story is often pushed to the forefront.

This is why I don't like some games like FATE, at least as it is often set up (since it has derivatives that can be far better about this), because characters are often just rules for telling stories and not always meaningful entities.

A core gameplay loop needs to focus on some change that players appreciate, even if their actions are not directly related.

Dungeons and Dragons does a good job here with its level system: characters keep growing in power as they progress through clear stages that mark significant change.

This is a noteworthy advantage of Dungeons and Dragons over some other games: big steps are more rewarding, even if pacing becomes more of a pain.

However, a game like Degenesis (disclaimer: I am working as a freelancer for the creators of Degenesis) has smaller stages (namely a la carte incremental improvements), which require a more advanced approach.

It adds a layered rank system and powerful rare abilities to give meaningful levels for players to mark progress, and ties many of the piecemeal improvements into other mechanics to keep them feeling important.

Balancing a core gameplay loop in a tabletop RPG requires an idea of how play sessions take place, as well. Rewarding milestones need to be spread out as fits the tone and audience of the game.

The importance of a gameplay loop is to serve as a sort of drivetrain for a game: it needs to be the thing that players use to guide their long-term strategic choices. Building a clean and accessible gameplay loop is dependent on careful consideration of factors surrounding the medium and the intended result.

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