On a Role

I’m going to talk about the division of player roles in games, and how they affect game play.

Let’s start this at the most basic possible level, which everyone is probably familiar. Almost every game that includes either multiple players or players controlling multiple characters generally divides the character into a couple of different roles. Most generally these roles fall under the triad of offense, defense, and support. Most of the time, if you’re playing a game that requires these roles, and you don’t have one, you’re going to be handicapped in one way or another.

Let’s define a role, before we go any further. A role is a specific set of actions a character preforms to benefit the party has a whole. A healer heals, a tank defends, a face talks to people, and so on. A character can have multiple roles, and a NPC is perfectly capable of filling a role, although it’s probably best if they do so off camera. Roles can be almost infinitely specific (i.e. backstabs orcs who look crosswise at the party wizard) and can be combined together up to the point where one character can do everything. A good role has a specific mechanic associated with it, although it doesn’t have to be incredibly different and unique. The rogue can roll the same dice to open a door that the fighter rolls to stab an orc, but the rules have to be there for both of those things.

So, first off, you have to figure out what roles are relevant and important to your game. Let’s use D&D as a test case, because it provides a great deal of diversity in both game structure and player options. The standard D&D dungeoneering group is four players characters, the warrior, thief, mage, and healer. Any party that tries to go into a dungeon without one of those  is going to be in a lot of trouble, whether the squishy members get slaughtered because they don’t have a warrior, the group gets overwhelmed without a mage, they get killed by devious traps with no thief, or they have to rest in every room because they don’t have a healer.

But maybe you don’t want any healers, or thieves, or warriors, so you change the game. A D&D game without healers is a game where healing comes from some other source. Maybe the game is set in a city with easy access to clerics, maybe the heal skill can be used to restore actual hp, or maybe the adventurers are tough as nails and recover quickly naturally, so they only need a few minutes of rest before they can fight again, no matter how bad they’re hurt. Without thieves, the game also needs to do away with traps and treachery almost entirely, and focus more on straightforward combat and adventure. It’s important to make sure that your players aren’t punished for playing the game the way they want to.

So remember, make sure you have a game that suits the characters in it. Next, I’m going to talk about getting the players into their roles.


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