('In defence of' seems to be becoming a running theme in my blogs. Probably because it works well when a post is a reaction to something)
My first introduction to RPGs was through D&D. A rather badly run, contest game that me and my friends had been sent off to as we were basically the geekiest. With one of my friends putting on a painfully bad voice throughout, as he was playing a female druid.
I think it was probably… four to six years before I played it again. When I was introduced to roleplaying more fully, via the Old World of Darkness. And for year or two after that, I'd not played D&D at all, and all I saw and heard of it failed to impress me — the huge split between the rules for combat and for everything else, the focus on combat, the tendency for it to seem too much based on mechanics and little on roleplay, all those things put me off.
And then, I forget why (might've been because one of the people running it was a good friend and the only other gamer on my Economics course, the other runner was
shakalooloo who I knew well and got on with, and I knew most or all of the others playing), I joined a game, D&D 3.5 in a specific setting, and played in a game that lasted an entire university year.
And had a blast.
It was a fairly crazy game; we played from level 1 to 20, it was relatively high optimisation (without us taking the piss), and we averaged about 1.5 character deaths a session. Yes, this reduced the depth of character and the length of stories those characters told. But they all had real personalities, real drives, wants, places they would go against what was best for what they wanted, or what they believed in.
And it added a real feeling of realism, of tension, of challenge to the game. When we stood outside a dragon's lair, as we did several times across the campaign, we knew that most likely, one or two of us weren't coming out, and it could be more, it could be all of us (we had one Total Party Kill during the year of play).
The other thing I liked about it was the tactics of the battles — most of the games I've played have very description-based battles. Whilst this helps them sound awesome, lets you do cool things in them (though sometimes losing track of where everyone is, what they're doing) it also means that your descriptions are mostly there to provide coolness (and by doing so pick up stunt bonuses if you're playing Exalted), whilst picking from a relatively small array of actual combat actions.
In D&D, you can add in the cool description (though I will certainly agree that the game doesn't particularly promote you doing so that much), but where you approach the bad guy from, what combat actions you take, how everyone is positioned matter far more, and in a way that's easy to interact with. Plus, for those D&D games using a battlemap, while the DM can certainly pull something out of his arse and have the bad guy disappear, it makes it harder to fudge things into "You don't quite catch him" — once the battlemap is laid out, it restricts the DMs options as much as it does the players.
This can also apply to wider things; the thing that prompted this post was the Monday evening
Pathfinder game I play in. We don't use a battlemap, but things still get very tactical, and it's all about using our fairly wide array of abilities appropriately against our opposition. Sometimes we steamroller it — we managed to liberate a city by assassinating five hill giants in one night, and two dozen mercenary guards the night after, with none of the battles taking more than two or three turns — though that was largely because we spent more time planning our approach than we did on the actual combats.
And sometimes we don't do so well — as our characters are now rulers of a fairly large area, assassination attempts are par for the course, and today we lost a party member to such. And he loved it; it was a really challenging encounter, where it really could've gone either way, myself and the third PC teleported in the round he went down, and the assassin decided to finish the job rather than survive himself.
I actually think it's a strength of the particular set of adventures we're playing, that they build in a chance of that happening — yes, the DM/ST of a game can always set assassins on people if they do specific stuff to deserve it, but when it's a more general thing, the question of who they're targeting, when they'll do it, whether other PCs will be there, and so forth are all very relevant. Whereas a rolled chance of them being set on a random character keeps you unsure, makes it a surprise, and makes it feel fairer
Now, you can take all the above and say "Yes, well, that might be fun, but it's ro
llplay, not ro
leplay."
To which I would reply with two things; firstly, the fun is a very important part of it. Secondly, I have played in deep and heavy roleplay D&D games. It's not a game I would use with the intention of "This is how I'll introduce people to the roleplay aspect of gaming", but if you play it with decent roleplayers, they will roleplay well within it.
Secondly, whilst it's somewhat ligher on the encouragement for roleplay, the tools are still there — the skills cover their areas sufficiently, and there are a plethora of noncombat spells and spells with noncombat application.
It's not the game I want to play the most, it definitely wouldn't be the "If you could only ever play one RPG forever more, what would you pick". It's the action movie, not the deep and moving epic.
But sometimes, the fun and carnage and action and explosions of an action movie are what you want. And thus, sometimes, D&D is the game I want to play.