While the following is a specific series of steps, the circumstance they can be applied too is nearly infinite. Also it can turn on a dime if the circumstance the referee describes changes. Whether that change follows from what the player did a their character is sometimes debated but it still implies an inherent flexibility that all RPGs possess.
Sub Main()
Setting := CreateSettingAndCampaign(Referee)
Players := CreateCharacters(Setting)
Do
Call RefereeDescribesCircumstance()
For Each Player In Campaign
PlayerAction = DescribeCharactersAction(Player)
Call RefereeAdjudicateCharacterAction(PlayerAction)
Next
Loop Until Campaign = CampaignStatus.CampaignEnds
End Sub
Sub RefereeAdjudicateCharacterAction(aAction as CharacterAction)
Decision = RefereeDecidesAdjudicationProcess(aAction)
Select Decision
Case DecisionType.Failure
Call RefereeDescribeFailure()
Case DecisionType.Success
Call RefereeDescribeSuccess()
Case DecisionType.Uncertain
Call RefereeUseSystem(aAction)
End Select
End Sub
I've actually been thinking about this specific question-- interpreted as "what is the GAME mechanic that is central to RPGs as such"-- for a little while. Your version is correct for DnD and most (but not all) RPGs, and provides a framework to think a bout what makes RPGs actually different from one another, aside from differences in technical details (ie skills vs class/level, setting, etc), which may not be in themselves trivial, nevertheless not fundamental. Games that buck this trend include Microscope and Houses of the Blooded, the latter albeit marginally.
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