What makes a superb roleplaying sport? In truth, let’s go one step additional – what makes a roleplaying sport a roleplaying sport? It is a query many nice minds have struggled in useless for years to reply. Is it number-crunching mechanics? Video games the place your stat and trait selections really matter? Or perhaps the true significance of a roleplaying sport lies within the narrative facet of issues. Do now we have to have the ability to play all kinds of roles to actually name it an RPG? If we’re getting down into grittier element, does an RPG should be turn-based? Isometric? We’d most likely name that sort of RPG a CRPG, a pc position taking part in sport. This was the primary sort of RPG I used to be conversant in as a baby. These RPGs appeared stuffed with numbers, spreadsheets, and sophisticated stat selections (I used to be like, six, so do minimize me a little bit slack).
CRPGs had been born from a direct hyperlink to Dungeons & Dragons, the well-known 1974 tabletop roleplaying sport that originally really pitched itself as a wargame. The preventing and stat crunching was undoubtedly the primary level. Stats, getting treasure, higher stuff to whack monsters with – that was in fact a big focus. Writing in 2010, blogger tavisallison keenly notes that:
“the meaningfulness of drawing a parallel between any given RPG and “wargames” as an summary, monolithic entity is massively overstated. The style of wargames encompasses huge range in theme, content material, and playstyle. Wargames have a significantly longer historical past than RPGs, and have undergone a minimum of as a lot change over time”. These adjustments had been manifold, however the strongest evolution got here from the connection of narrative, and the concept there was a storyteller – or Gamemaster, or Dungeonmaster – that helped to create a extra coherent narrative construction. Y’know, with themes, and stuff.

The weblog RPGHistory writes that “by the late 1960’s and into the early 1970’s, we will see the roots of contemporary TTRPG’s (table-top role-playing video games) which quickly sprung forth virtually totally shaped by specializing in particular person characterisation, immersion, and sequential story-telling which added consequence to participant characterisation. Two methods had been bridged by narrative; the thought of constructing a world, and the thought of being a personality in a world”. Thus the main target for me on the subject of each RPG design and narrative research is monitoring the evolution of narrative.
Video games relied on the rulesets or concepts from roleplaying video games on the tabletop. Stats like Energy, Intelligence, or Charisma had been used to affect code-driven cube rolls within the participant’s favour. Cube rolls, similar to on the tabletop, had been used for something and all the things related which may have to be tough. Lockpicking a door open, hitting an enemy, seeing how a lot harm is dealt to that enemy, bartering successfully with somebody, casting a spell – all of this was dice-driven. For a very long time, that was severely out of favour in roleplaying sport design. Gamers anticipated very apparent, physics-driven trigger and impact. If a participant hit one thing with a sword, in the event that they noticed it impression, they anticipated it to do one thing. With Baldur’s Gate 3 (Larian Studios 2023), that fashion has effectively and really formally re-entered the mainstream. However think about that Knights of the Outdated Republic II is on the tail-end of the behavior starting to lose steam within the mainstream. Frequent complaints about The Elder Scrolls III: Morrowind (Bethesda Softworks 2002) heart across the frustration of not with the ability to hit something, once we can clearly see the sword or fist or no matter coming into the opponent’s character mannequin. This modified with the physics-based strategy of their follow-up sport, Oblivion (2006). Stats affected harm and (I believe) swing velocity, and nothing else. As roleplaying video games entered the mainstream, the mainstream wished (or was perceived to need) the dice-rolling gone. So, for probably the most half, it went.

This isn’t to say that cube rolling in RPGs ever really vanished, however it’s value preserving in thoughts that for a very long time, large price range RPGs had been primarily real-time, action-driven video games (resembling that of BioWare’s follow-up collection, Mass Impact (2007 – 2012)). Even Dragon Age: Origins (BioWare 2008) was sort of a final gasp for that technology of consoles by way of strategic tactical roleplaying. It’s on this context that I need to discuss The Sith Lords.
The Sith Lords makes use of a model of Dungeons & Dragons third Version guidelines. Or, somewhat, it makes use of a model of Dungeons & Dragons publishers, Wizards of the Coast’s, Star Wars Roleplaying Recreation guidelines. This model of the license was developed and launched in 2000 (as was third version D&D), however probably the most related to Knights of the Outdated Republic II can be 2002’s Revised Version. Each editions had been written by Invoice Slavicsek, who had a hand within the writing of the primary Star Wars RPG developed by West Finish Video games. This version made a lot of adjustments to the stability of the sport, and a few adjustments to character lessons, however an important factor to notice is that, for all intents and functions, it performs like a Star Warsified model of 3e. It makes use of a twenty sided cube and the stat system I used to be speaking about earlier than to resolve the entire in-game stat checks and combats. Revised Version, funnily sufficient, is the version of Star Wars on the tabletop that I’m most conversant in, having run a years-long marketing campaign utilizing the system. It has a lot of strengths, one of many greatest being that the d20 system is one thing that tabletop RPG gamers perceive implicitly. Roll a d20, add your modifiers (constructive or damaging), and see should you succeed the test (say, roll above a 12).
However Knights of the Outdated Republic doesn’t use a 1:1 model of the foundations. I believe it’s value explaining the variations so you possibly can see the place the pc sport improves upon the tabletop sport’s design in some methods, streamlining it for the same, but completely different, viewers. The tabletop sport makes use of a Vitality / Wound level system. Vitality is reserved for vital characters – it’s an additional pool of well being to attract from. Think about it like a film character’s immunity – pictures miss, or hit non-vital components, however that solely occurs for thus lengthy. Wound Factors are an vital character’s backup, or a normal character’s (like a Stormtrooper) solely well being. They’re decided by a consumer’s Structure, which means it’s typically round 10 to 16, which is a pittance in a system the place weapons do 3d6 harm. Drive customers additionally drew from the Vitality pool to make use of their Drive talents, and lightsabers ignore an armour’s Harm Resistance. Whereas this might need been rather less like how lightsabers work within the motion pictures (which may slice and decapitate at will), a minimum of it gave my celebration’s soldier a motive to lug round a gun, somewhat than all of the sudden uncover they’re Drive-sensitive. HP has all the time been an issue in D&D-like methods, and sometimes battles flip into terrible slogs that take means too lengthy due to it. Giving a minimum of some enemies simply wound factors makes the battles with numerous enemies really feel extra cinematic, just like the gamers are literally succesful adventurers.
Vitality being a part of a Drive consumer’s Drive pool disincentivized gamers from with the ability to use all their cool powers as effectively. Whereas theoretically lowering one’s well being pool to have the ability to forged spells is a cool characteristic, it didn’t essentially really feel very Star Wars-y to my gamers. As an alternative, I gave out a handful of Drive Factors firstly of every session to each participant, extra in the event that they had been Drive delicate, which allowed them to both add flat modifiers to a roll, or had been spent to try to forged a Drive means. Each simpler to maintain observe of, and felt much less punishing for my gamers. The sport had a number of different stability points, particularly round attributes and armor. The Energy attribute was really sort of ineffective in comparison with Dexterity, which utilized to extra abilities AND contributed to your means to dodge. Armor additionally slowed you down, eradicating dexterity, thus lowering your means to dodge and worse, the harm resistance solely utilized to your Wound Factors, by which level you had been most likely lifeless anyway. I modified how armor labored (DR making use of to Vitality as effectively) however there was no actual repair to Energy. It was a melee construct focus or a dump stat, nothing in between.
All of that’s vital to think about as a result of Knights of the Outdated Republic II’s guidelines streamline all of this. They make stuff simpler to observe, whilst they make the cube rolls as invisible as doable. Newcomers to the collection will most likely nonetheless be a bit confused by the fight, which has a real-time turnbased system nonetheless reliant on cube rolls to hit enemies. You choose strikes you need to carry out, queueing them, and watching as turns unfold in actual time, and actions transfer up the queue. I would queue a Drive Push, a daily Assault, a Flurry (two assaults in a row) and a Crucial Strike. When an enemy dies, the queue is cleared. You’ll be able to all the time pause the sport as effectively to assign strikes to you and your celebration’s queue. That is all rendered in real-time, over the shoulder 3D, which I believe provides some gamers the flawed impression. So some enemies will seem to hit (simply as in Morrowind) however received’t really be hit. Vitality / Wounds are collapsed into simply HP – when it hits zero, you die. Drive Factors work extra like Magic / Mana as a spellcaster in different RPGs – every Drive means has a price related to it, and while you’re under the brink, you possibly can’t forged it. This eliminates the issue that my gamers had with the system as Drive customers – you don’t should be always worrying about your well being versus your Drive. Until you utilize the flexibility Drive Physique to transform HP into Drive factors, in fact.
The purpose of all of that is that sport methods – the underlying numbers and mechanics – of your sport are simply as vital as that of the higher-level narrative stuff. The Sith Lords has its bones rooted within the tabletop sport, and works to resolve a number of the issues the sport system has, whereas additionally obfuscating the cube rolling so it’s not apparent what’s taking place at first, particularly should you’ve by no means performed a roleplaying sport of this fashion earlier than.
Constructing your character in Knights of the Outdated Republic II is vital and you’ll run into severe issues should you haven’t specced your character out accurately. And in contrast to in a tabletop RPG, the place a GM will hopefully be prepared to accommodate a less-than-optimally specced character and provides them issues to do, a online game simply can’t actually be that versatile on the fly. So that you do should have some understanding of the methods in place. Similar to the tabletop, the sport makes use of a class-based system to find out what factors to offer out when you’ve levelled up. The sport has three lessons you possibly can choose from the beginning. Jedi Guardian, Jedi Consular, and Jedi Sentinel. The Guardian focuses on melee fight with increased HP however much less talent factors to spend. They’re notably the one class that will get to concentrate on lightsaber fight. The Consular focuses on the Drive, however much less HP and a reasonable quantity of talent factors to spend. They’re the toughest class within the sport, we’re warned at character creation. For superior gamers solely! And the Sentinel will get center of the highway HP and Drive, whereas additionally getting a number of abilities.
Ability allocation is vital as a result of it a) determines a participant character’s viability within the subject by themselves and b) what a celebration member can obtain in live performance. Basic celebration constructing philosophy dictates that every celebration needs to be made up of characters that may accomplish various things. For this evaluation playthrough, I opted to make Meetra Surik a Jedi Guardian, which means she will chew via enemies in close-quarters fight however depends on others to select locks and hack computer systems, for instance. Get together administration, when it turns into obtainable, might be essential for me, whereas if I had picked Sentinel, it wouldn’t be as a lot. However I’d be on the lookout for combat-oriented celebration members if that was the case, identical for Consular. Which, as we are going to uncover, naturally makes a number of celebration members not value taking alongside, virtually ever. My alternative of Jedi Guardian and its stingy talent level allocation each degree makes her situationally weaker exterior of fight. Sentinels get 3 + (Intelligence Modifier), and Consulars get 2 + (Intelligence Modifier). Guardians solely get 1, and have a smaller choice of Class Expertise. Non-Class abilities value 2 factors, except I sink a Feat (learn: Perk) level into making it a Class talent. I’m going to do this a minimum of as soon as for Safety, the lockpicking talent, nevertheless it’s a troublesome funding, given the vary of different specializations she will choose into. If she’s ever alone – and this does occur through the runtime of the sport – she’s going to should resolve issues with both violence, or a silver tongue.
Talking of: an vital distinction between BioWare’s Knights of the Outdated Republic (2003), is that The Sith Lords’ persuasion mechanics now not are reliant on cube rolls, equally to that of the distinction between Bethesda’s 2008 RPG Fallout 3… and Obsidian’s rushed-out-the-door sequel New Vegas (2011)… hmm. It’s virtually as if one is a extra flawed methodology than the opposite. I discover the “Obsidian methodology” rather more rewarding on the subject of constructing a online game character. Once I’ve frolicked investing factors in a personality, and there are a variety of very finite outcomes the builders have coded in, I would like my persuasive choice to really work first time with out having to reload.
Take into account a state of affairs the place I’ve determined to speculate three treasured talent factors into Persuade. My Jedi Guardian solely will get 1 + (Intelligence Modifier) talent level per degree up. So, only one talent level (my Meetra is sensible and powerful, not guide good or laptop literate). These three factors are an enormous funding for me as a participant. The situation is that I need to persuade a member of the Alternate, an intergalactic crime syndicate, to let me inside. On the tabletop, a participant would possibly need to roll Persuade (known as variably Diplomacy or Intimidate on the desk, which may draw on completely different core attributes as a modifier). Say the quantity we’re on the lookout for is 12, so DC12. If a participant rolls a 7, then provides their three Persuade factors, they fail to persuade them. On the desk, it’s simpler to have the guard reject them however be open to different traces of argument. In a sport – a completely voice-acted sport, thoughts – it’s tougher to justify spending improvement time crafting failure tracks in addition to success tracks. So it typically simply results in violence, and now we have to reload. Clean speaking shouldn’t be so seamless when it all the time ends in blasterfire and having to reload the dialog, simply because we rolled badly.

I believe dialog and fight rolls, subsequently, have two very completely different expectations connected to them. That is all subjective in fact, however I anticipate turn-based RPG fight within the tabletop fashion to be each a contest of technique – that’s, choosing the right actions to take on the proper time – and a smidgen of luck – letting the cube roll determine the precise impression of what occurs. After all, if modifiers are excessive sufficient, you possibly can steamroll anybody with technique alone. However typically luck is enjoyable, and makes encounters extra memorable. The distinction, I believe, between fight and dialogue, is that in dialogue, solely the participant is the one rolling cube. The NPC can say all the things they need to say completely, whereas the participant is the one being examined. When it’s a cube roll, it doesn’t really feel truthful – however when it’s level based mostly, it does. Not less than for me.
The sport being so based mostly on cube rolls is vital. As a result of The Sith Lords, taking after the Wizards of the Coast-driven d20 system, fashions three completely different modes of play and engagement. The primary is fight, which is the place probably the most mechanical depth is situated. Then there’s exploration, which is at occasions dice-driven. Cube rolling happens throughout selecting locks, disarming mines, stealthing alongside previous enemies, repairing issues, and hacking computer systems, amongst different issues. Lastly, there’s dialogue, which is the place you’re selecting completely different choices based mostly on what you need your character to say. I’m virtually tempted to say that The Sith Lords weights these three modes of engagement pretty equally firstly. There’s a number of exploration, and because the sport progresses a number of fight rears its head (as tends to occur in RPGs). Dialogue, nevertheless, the place it exists, stays the focus, probably the most fascinating axis on which this entire online game turns.
To reply the query I posed originally of the article – what makes a superb RPG – is to offer an understandably deeply subjective reply. It differs for everyone, and is additional sophisticated by what sort of RPG you’re on the lookout for on any given day. However I believe in order for you an instance of what I think about to be a superb RPG, The Sith Lords is a rattling effective roleplaying sport based mostly on the energy of its dialogue, in addition to the satisfying means you possibly can construct your character. By abstracting and altering a number of the tabletop system, the builders of each the unique sport and its sequel had been in a position to create a way more instantly rewarding system because of the online game format, whereas in fact having to make the story extra mounted. And it’s the story of the second sport that basically journeys folks up, as a result of for some, it doesn’t really feel like Star Wars. In order that’s what we’re going to interrogate subsequent time. What even is this factor we name Star Wars?

