Table-top RPGs
Oct. 15th, 2007 03:31 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Good afternoon!
It's been a while, but RL continues to keep me busy.
There was a post recently to a local furry community from a user who isn't quite sure what the fuss is all about with RPGs. Instead of just responding to his comment locally, I thought it was worth putting my thoughts up here (in my infinite modesty).
RPGs have a long history, and much of my personal RPG history is recalled in an earlier post (October of 2006) here. I won't spend a lot of time rehashing the history of RPGs, you can Wiki that easily enough. What I would like to talk about for a bit is WHY.
I'll paraphrase the poster's words. He's wondering why he should take the time to get involved with an old-fashioned RPG, when he's quickly tired of the "flash-and-trash" so often encountered in current MMORPGs. If traditional RPGs were as feeble, in gameplay, as MMORPGs are, I could certainly agree with his concern.
Fortunately, real RPGs have about as much similarity to MMORPGs as Chess does to the classic card game, "52-pick-up." Now, I won't dance around the bush. I am NOT a fan of MMORPGs, for several reasons.
Relevant to this discussion, though are a few key points. MMORPGs, in general, are fairly intense graphically, but rather "light" in the actual game mechanics. Most inter-character activity is limited to typed "pop-up" messages or a list of pre-set actions. The primary in-game activity is to raise your character's level by slaughtering as many creatures as possible, often including other player's characters (and stealing their stuff). Along the way, friendships and alliances may form, but they also can blow away in the wind, as characters and players come and go from the world. Ultimately, much character "growth" simply becomes a game of numbers. The one with the highest numbers wins. How very...uninteresting.
In a traditional RPG (of whichever system), things are quite different. First off, the world, in general, is a much smaller, more intimate place. Unless the GM (Game Master) is actually running a number of different groups in the same game world, the players, and their party, are the STARS. They're making HISTORY, no matter what level they may be, or how shiny their armor is. Everything they do MATTERS. When they fail, it's a tragedy. When they succeed, it's a victory! They're building history, both for their characters, and the world they live in.
Interacting with other players LIVE in REAL-TIME, is an experience that simply cannot be simulated online (yet). You can't make faces at each other, throw pretzels at the speaker-of-bad-puns, or get the person sitting next to you a caffeine-refresher. When you roleplay with your group, you get to see their expressions, hear the tone in their voices. Properly done, they project a little of their soul into their characters, and you just can't do that through a computer screen.
And pretty pictures? How's your imagination? Just like a great work of fiction, an immersive RPG experience will fire up your imagination to render the scene in colors more vivid and REAL than you'll ever see on a RGB display. Not only will you vicariously LIVE these adventures, you'll do so with friends, who will be able to play "remember when" with you down the road.
So there are a LOT of advantages to a REAL RPG. But, no system is perfect, and there are some limitations too. Probably the biggest is logistics. You just can't jump into a session any time. People have lives to take care of, and getting everyone together can be a challenge. Game systems, generally, cost money to purchase, and take time to learn. Time spent learning a system, while often enjoyable, is time NOT spent playing a game. And, like with any group of people, there are always folks who want to be...difficult. Mr. "Oh, no, I saw your INVISIBLE spirit coming, and used this counterspell..." will be encountered, as well as Ms. "but...it says right here, on page 43352 of rulebook XXI that I CAN do that, see?" Rules Lawyer and Mr. Incredible are two of the troublesome gamer types; there are others. Properly handled (by the GM), they can be rendered little more than a nuisance though, and sometimes their strengths can actually be put to good use. Managing a game groups is a superb exercise in team-building.
What can be even more fun, though, is when the characters don't QUITE get along. Carefully handled, these rivalries can lead to the best roleplay, as long as the players keep their heads. And if not, get the pretzels ready! After all, it's only a game folks, you're all there to have FUN.
I've personally invested thousands of hours learning, playing, and preparing RPG games over the last quarter-century or so. I hope anyone that hasn't yet, will give it a try. The real thing is always better than the virtual wannabe.
Rochndil, who has played D&D, AD&D, GURPS, Champions, and finally Rolemaster since the late 70s somewhere...
It's been a while, but RL continues to keep me busy.
There was a post recently to a local furry community from a user who isn't quite sure what the fuss is all about with RPGs. Instead of just responding to his comment locally, I thought it was worth putting my thoughts up here (in my infinite modesty).
RPGs have a long history, and much of my personal RPG history is recalled in an earlier post (October of 2006) here. I won't spend a lot of time rehashing the history of RPGs, you can Wiki that easily enough. What I would like to talk about for a bit is WHY.
I'll paraphrase the poster's words. He's wondering why he should take the time to get involved with an old-fashioned RPG, when he's quickly tired of the "flash-and-trash" so often encountered in current MMORPGs. If traditional RPGs were as feeble, in gameplay, as MMORPGs are, I could certainly agree with his concern.
Fortunately, real RPGs have about as much similarity to MMORPGs as Chess does to the classic card game, "52-pick-up." Now, I won't dance around the bush. I am NOT a fan of MMORPGs, for several reasons.
Relevant to this discussion, though are a few key points. MMORPGs, in general, are fairly intense graphically, but rather "light" in the actual game mechanics. Most inter-character activity is limited to typed "pop-up" messages or a list of pre-set actions. The primary in-game activity is to raise your character's level by slaughtering as many creatures as possible, often including other player's characters (and stealing their stuff). Along the way, friendships and alliances may form, but they also can blow away in the wind, as characters and players come and go from the world. Ultimately, much character "growth" simply becomes a game of numbers. The one with the highest numbers wins. How very...uninteresting.
In a traditional RPG (of whichever system), things are quite different. First off, the world, in general, is a much smaller, more intimate place. Unless the GM (Game Master) is actually running a number of different groups in the same game world, the players, and their party, are the STARS. They're making HISTORY, no matter what level they may be, or how shiny their armor is. Everything they do MATTERS. When they fail, it's a tragedy. When they succeed, it's a victory! They're building history, both for their characters, and the world they live in.
Interacting with other players LIVE in REAL-TIME, is an experience that simply cannot be simulated online (yet). You can't make faces at each other, throw pretzels at the speaker-of-bad-puns, or get the person sitting next to you a caffeine-refresher. When you roleplay with your group, you get to see their expressions, hear the tone in their voices. Properly done, they project a little of their soul into their characters, and you just can't do that through a computer screen.
And pretty pictures? How's your imagination? Just like a great work of fiction, an immersive RPG experience will fire up your imagination to render the scene in colors more vivid and REAL than you'll ever see on a RGB display. Not only will you vicariously LIVE these adventures, you'll do so with friends, who will be able to play "remember when" with you down the road.
So there are a LOT of advantages to a REAL RPG. But, no system is perfect, and there are some limitations too. Probably the biggest is logistics. You just can't jump into a session any time. People have lives to take care of, and getting everyone together can be a challenge. Game systems, generally, cost money to purchase, and take time to learn. Time spent learning a system, while often enjoyable, is time NOT spent playing a game. And, like with any group of people, there are always folks who want to be...difficult. Mr. "Oh, no, I saw your INVISIBLE spirit coming, and used this counterspell..." will be encountered, as well as Ms. "but...it says right here, on page 43352 of rulebook XXI that I CAN do that, see?" Rules Lawyer and Mr. Incredible are two of the troublesome gamer types; there are others. Properly handled (by the GM), they can be rendered little more than a nuisance though, and sometimes their strengths can actually be put to good use. Managing a game groups is a superb exercise in team-building.
What can be even more fun, though, is when the characters don't QUITE get along. Carefully handled, these rivalries can lead to the best roleplay, as long as the players keep their heads. And if not, get the pretzels ready! After all, it's only a game folks, you're all there to have FUN.
I've personally invested thousands of hours learning, playing, and preparing RPG games over the last quarter-century or so. I hope anyone that hasn't yet, will give it a try. The real thing is always better than the virtual wannabe.
Rochndil, who has played D&D, AD&D, GURPS, Champions, and finally Rolemaster since the late 70s somewhere...
Re: *sigh*
Date: 2007-10-16 01:48 pm (UTC)[Quote]Perhaps. Still, it's kinda hard for me to get dedicated to those kind of things.
I mean, even MMORPGs(???), which already gives you visual stimulation and simplify gameplay, bore me within weeks; even days.
I think because I don't see an actual goal at the end worth getting to, unlike some other games...[/Quote]
You may not agree, but I think I did a credible job of addressing the issues mentioned there. I'm not sure what did, or did not, go before, and I of course can't speak to any personal experiences you may have had in the past.
Apparently I've said something that offends you, and for that I apologize. I do think, though, that you need to throttle back and chill a bit. I read your post and felt that I could offer you the benefit of my insight and experience about something I really love.
Regarding the specific questions in your reply here, that's something each GM will have to address individually. In my games, I allowed a certain amount of player goofing-around, but in a situation that went too far there was always the final rule: "I'm the GM and I said so." SOMEBODY has to be in charge, and if it's not the GM, the game will be a disaster. There's nothing wrong with hearing a player out, but ultimately the GM has to make decisions.
One of my personal favorite tricks is to give the players EXACTLY what they ask for...just not quite what they WANTED (You say you want the ruby idol of riches? Sure...but the spidee-death-cult of endless viciousness REALLY wants it back - have fun!). Since the GM ultimately controls the WORLD, a lot of player manipulation pretty easy. And, of course, you can always kill the really annoying ones, especially in a lethal game system like Rolemaster ("Wait, let me kill you before you leave.").
A small example from my own experience: many years agone, I DMed an AD&D (yes, the original) group, and a particular player (who was a bit of a Munchkin) wanted the Glaive from Krull. Now, in that particular movie the Glaive was pretty super-powerful. Obviously that wasn't going to happen. So I wrote up a fairly accurate but modestly-powerful description of the item, and let him commission it from an alchemist for a TON of gold. He was happy, and NEVER (to my recollection) used the thing in game (it didn't do enough damage to be useful at the current game level). Problem solved. Every player style requires a different management strategy, but virtually all are do-able.
As far as inducting newbies, every group I've ever played with loved the game, loved the experience, and LOVED sharing their passion with new folks. From the very beginning of my involvement in my last big group, I was welcomed and helped constantly. I always structure my own games to be as newbie-friendly as possible, because I feel that, without NEW people to pass the torch to, this genre will die. It's as important to pass along the skills as it is to enjoy the game.
However, this is mostly irrelevant, since I'm NOT the GM in the currently-being-discussed game, and not likely to play either (I don't do DND anymore). BUT, it looks to be fun, and if the guy has half the experience he says he does, I'm sure he knows how to handle difficult players, as well as how to bring new folks onboard and up-to-speed.
Rochndil, who may well do some RMX expos at DC next year...
Re: *sigh*
Date: 2007-10-16 07:00 pm (UTC)If you cannot communicate in an adult manner, please take yourself elsewhere. I wish you luck in finding what you seek. Goodbye.
Rochndil, who is actually quite fond of Anime, with some exceptions...