I already feel bad for my audience that isn’t fluid in nerd, because this is going to be incredibly nerdy. Let me start by breaking down the two acronyms in the title: Japanese Role Playing Games and Western Role Playing Games. These distinctions will matter as it relates to the subject matter I’m about to discuss, and credit to u/JeremiahWuzABullfrog over on r/kettleballs for providing the inspiration for writing on this topic. I don’t feel like this is even really an intro at this point: me a mea culpa, so let’s actually start talking.
In a few paragraphs, this will be hilarious
In the world
of video game nerdery, role playing games are constantly divided into 2
categories (which, yes, like heavy metal, there are a million SUBcategories,
but we’re not going to talk about them today): Japanese RPGs and Western RPGs.
The distinction between these two primarily relates to degree of linearity
present in playstyle. Traditional JRPGs
typically provide you with preset characters to play with and a direct path to
get there, providing an almost “on rails” experience as you play. The focus is on making the characters you
have strong enough within their own playstyle to be able to get to the end of
the game. WRPGs define themselves
through their “open” playstyle, wherein you typically get to build a character/party
of characters in whatever style you like, and there are multiple solutions and
paths to the end of the game, to the point that you can decide if you want to
even be a hero in the first place or play as a villain instead. WRPGs are like playing a video game coded
version of Dungeons and Dragons, while JRPGs feel more like a traditional video
game in general, where you’re trying to “beat the game” within its own specific
set of rules. Why even discuss
this? Due to the parallels that exist
between this and the world of training.
Much like
how you can never step into the same river twice, you can never play a JRPG for
the first time twice. The significance
of this is that, the first time you play it, you’re discovering it as you go,
and the world is magical and incredible (assuming it’s a good game) and the
story is full of twists and turns and it’s an epic journey…but the second time
you play it, it simply can’t be as magical because you already know what’s
coming. Sadly, in physical
transformation, we experience this same phenomenon. Joel Greene, among others, discuss the
premise of how we aren’t able to keep eliciting the same responses to
training/nutrition as we get when we first experience them, and how this
relates to the necessity of variety in both instances in order to continue
growing. Aside from just newbie gains
and the novel training stimulus effect in general, the body is a mechanism
built around adaptation, and once it adapts we are no longer forcing it to
change. Super Squats will trigger
ridiculous growth the first time you run it, and then pretty decent growth the
second time, but if it ALWAYS added “30lbs in 6 weeks”, we’d be 150lbs heavier
in just 30 weeks. The Velocity Diet can
trigger rapid fat loss, until our body downregulates metabolism and we’re
forced to do some reverse dieting in order to rebuild our caloric runway. Even my beloved Tactical Barbell necessitates
changing the program through periodic training phases to keep growing, as does
5/3/1, as does just general basic periodization.
So enter the
WRPG, wherein we can actually have a NEW experience each and every time we play
it BECAUSE it’s on us to make the character that we play and the decisions our
character makes as they navigate the world.
You CAN get a new experience with multiple replays of the game, and as
you do so you discover more and more about the gameworld. Games like Fallout New Vegas can have over
100 hours of gameplay tucked away, with various secrets and hidden easter eggs,
and hell, I still play the original Fallout released in 1997 and STILL find new
things in that game with my replays.
HOWEVER, in order to discover these hidden gems, it necessitates NOT
playing these WRPGs like a JRPG: you have to actually be willing to play a
different character and do some experimenting.
It’s honestly why I was hesitant to tackle this topic at first: because
it was originally proposed from the lens of DnD, wherein, in truth, I’m ALWAYS
a barbarian because it’s what I love being, but it is from the branching out
and discovering the contents of the game that we learn so much.
Which is the
lesson we can take to physical transformation: the more we’re willing to get
out there and explore, the more we’re able to pick up tips, tricks, hacks and
skills that we can apply UNIVERSALLY to the quest of physical transformation. Aside from the fact that you can avoid
stagnation simply through the act of changing the approach, you’ll also learn
along the way in order to discover what works best for you AND have a bunch of
tools in your toolbox for whenever you encounter a challenging situation. Much like how various playthroughs of a WRPG
can equip you with the necessary background to be able to tackle the problems
you encounter from a variety of angles, trying out different programs and
nutritional approaches can allow you to personally craft the solutions you need
in order to overcome the problems you experience.
I appreciate the irony of this meme being over 20 years old
But
fascinating enough, we enter into another realm of discovery here:
challenges. Because for avid JPRG fans,
this tends to be how one reconciles adding replay value into a game that has
preset rules, limits and paths to explore.
In order to make the game “new” again, we impose artificial restrictions
on ourselves to see what solutions we overcome.
I’ve played JPRGs where I didn’t allow myself to use magic, where I
couldn’t use certain powerful equipment, didn’t allow my characters to level up
beyond a certain point, etc. The game
was STILL beatable: but it was up to ME to figure out HOW to come up with the
solution in order to succeed. Since the
traditional way “wouldn’t work”, I had to develop new strategies, and in doing
so, I once again learned new things about the game that I could apply further.
These same
challenges allow us to take what is old and make it new again. Our training doesn’t need to ALWAYS be played
like a WRPG: with a completely new take on the game each time. We can replay a
game we’ve played before and just implement a new challenge. I once ran Super Squats where, instead of
1x20 and adding weight each workout, I kept the weight the same and added a REP
each workout, until I got to 1x30. I
took Jamie Lewis’ “Famine” workout and ran the whole thing like a circuit,
instead of running it linearly. Running
Building the Monolith in under an hour is a challenge many other trainees have
taken on. OR we can take a method that worked for one lift and apply it to others. I've taken ROM progression from deadlifts and tried applying it to squats and seated pin presses, and I've taken the Zeno squats workout and tried it in combination with deadlifts. And nutritionally, I’ve run various permutations
of the Velocity Diet, the Apex Predator Diet, The Maximum Definition Diet, and my own “Red Meat and Black
Coffee” variant.

How my dietary changes appear to outsiders
Interestingly
enough, we’re getting into the area that Dan John describes as “wild, mild and
none” in terms of variation, which he originally applied to Easy Strength, but
the theme applies universally. Easy
Strength completely captures the JPRG mentality: you’re doing the same workout
5 days a week for 8 weeks for a total of 40 workouts, effectively “level
grinding” so you can level up at the end and be stronger than where you
started. Within the workout, there are
no forking paths or game changing decisions to be made. But once those 40 workouts are done, we now
have the option to just replay the game again (which, sometimes, for JRPG fans,
that’s exactly what we want, just like re-watching a favorite movie or re-reading
a favorite book), or we can introduce a “mild” variation (going from flat bench
to incline bench) or a WILD variation (going from flat bench to clean and
jerk). And then we have the WILDEST
variation possible: we just do a whole new program. Dan talks about cycling 8 weeks of Easy Strength
with 8 weeks of the Armor Building Formula, and we can always throw in a Mass
Made Simple block to really shake things up, or the 10k swing challenge…and
these are JUST Dan John programs. If we
threw in some 5/3/1 or Super Squats or something else, we’d REALLY be playing
something different: like transitioning from Squaresoft (they’ll always be
Squaresoft to me, not Squarenix) RPGs to Interplay. A whole different RULEST to abide by.
We’re seeing
the lessons we can learn from these games here.
If we’re a JPRG fan and just want to keep running the programs and diet
we like over and over again, we simply owe it to ourselves to implement some
challenge runs from time to time in order to keep the game fresh. As much as we may consider Final Fantasy 7 to
be the zenith of game design and story, we can only play it so many times in a
row before our eyes start to bleed. And
if we’re a WRPG fan, variety is a necessary part of enjoying the experience. We can’t just keep playing the game the same
way over and over again: it’s missing out on the point of the experience. We must, instead, try new characters and make
new decisions and see what we can learn and discover through that process. We make the most of our games playing them in
this way.
This is a solid take, both ways (JRPG style and WRPG style). My example is the time I ran a "531 For Strongman" program. The focus was on front squats, press, DL, and cleans instead of the usual Squat/Bench/DL/OHP. I set PRs on front squat, press, and clean, along with getting in lots of good weighted carry volume I had been neglecting.
ReplyDeleteKind of interesting to think which framework that fits depending on your perspective. I was still running 531, so it slots into JRPG style that way. But, they were different lifts so it moves toward your WRPG way of thinking there. Either way, good to add some variety!
Hell yeah dude! Reframing goes so far. It's one of the biggest things I've taken from philosophy.
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