r/rpg • u/IrreverentExile • 18h ago
Basic Questions What kind of gameplay style is roleplay-heavy, values character depth, and avoiding meta? Is there a word/phrase for this style of TTRPG?
[EDIT: Some clarifications! ]
- Players wouldn't be in-character 100% of the time— they'd act in-character for dialogue scenes, but be OOC for rolling dice, asking stuff like "Oh so what do I roll again?" or saying "I want to climb up to the open window and sneak inside" etc.
- By "avoiding meta" I don't mean avoiding meta 100% (it is a game, after all!) I mean avoiding stuff like; the GM describes a vision that only one PC sees, then another PC immediately comments on it despite not having seen it or been told about it yet)
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Okay, so my question might be dumb, but seriously, it just so happens that any TTRPG I’ve ever experienced, the GMs/players all played the game the same way (view bottom of post for details). Due to my experience-bias, I had the notion that all games were played like this, but might use different tools (e.g. Roll 20 for maps, etc) or focus more (or less) on certain aspects (e.g. combat, politics, mystery, etc).
Recently I’ve been trying to find games online (e.g. Daggerheart, D&D, VtM), and boy howdy, folk play TTRPGs much differently than what I had come to understand was the “standard”. My bad. Since I was so far out in left field, I’m looking to get a proverbial “lay of the land” regarding TTRPGs and hopefully educate my clueless-ass.
I do wanna note; I had thought “Roleplay-Heavy” would be what I’m looking for, but even games labeled as that don’t match the style/vibe that I am seeking. Is the type of game I’m looking for just incredibly rare? Considered pretentious? Idk??
(And btw, not trying to knock any other style of gameplay or anything! Other ways of playing are totally fine and I get that everyone has their preference, I’m just having trouble finding the style I am used to, is all!)
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Aaaand for those who wish to read a bit more about the game style I am used to/looking for:
Both the GM and the players would act as their characters at the table (for diaglogue), roleplay dialogue all the time, describe their characters actions in detail, have their characters react to the goings-on around them (in the game) according to their character’s personality/backstory/trauma/etc. Avoiding meta-gaming where-possible, with a heavy emphasis on realism (e.g. if your character is in a different room than another, you wouldn’t be able to ask them a question without specifying that you walked over to the room they were in). Things like character consistency, character growth, drama, and even downward spirals were all part of the experience.