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<blockquote data-quote="Malmuria" data-source="post: 8849125" data-attributes="member: 7030755"><p>I think there will be more interesting (from a historical perspective) overlaps between ttrpgs and video games in the future. Many people who work in ttrpgs seem to find themselves in the videogame industry at one point or another (probably because there are more jobs) and, as playing videogames is an extremely widespread phenomena now (compared to 1981), more people bring videogame assumptions within them into ttrpgs. I don't just mean themes or IP, though will certainly be markets for Dark Souls or Elden Ring themed ttrpgs. Nor just in business practice, though I think the practices of microtransactions and "day 1 patches" will be a feature of mainstream ttrpgs in the future. I mean at the level of design/mechanics. 5e is hard to write for because, "natural language" notwithstanding, designers have to write each feature as if it were a bit of code, not the least because you'll have optimizers searching out every possible interaction. Whereas with early versions of dnd, there's no singular 'system' as such. Sure there are procedures like dungeon turns that form the foundation of a lot of the gameplay, but the saving throw, ability score, thief skill, and x-in-6 subsystems don't interact with each other at all in ways that throw off players used to "modern" design.</p><p></p><p>For 1dnd, there is something a bit bleak about all this, in that the vtt+dndbeyond promises to be a walled garden. But I can also see indie rpgs that are built assuming vtt support to take care of the math, thus allowing for a greater level of complexity (arguably we are already there with some games). Or, interestingly, custom vtts for even <a href="https://multiverse.com/blades" target="_blank">narrative games, like this</a>. Also note the 8- and 16-bit aesthetic of that vtt, also present in <a href="https://www.dicebreaker.com/games/heroes-of-cerulea/news/heroes-cerulea-rpg-ks" target="_blank">other games</a>. It's ironic as early video games borrowed the tropes of dnd to create crpgs that were always striving for more of the open feeling of early dnd, leading eventually to "open world" games. There are games like Divinity Original Sin that privilege interactivity and experimentation in ways surprising for a videogame even if mundane for a ttrpg. Yet it seems there is also a desire to play ttrpgs with something of a video game framework. (note: I like all games--table top, board, video, card, etc. I'm not saying one is better or worse than another).</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8849125, member: 7030755"] I think there will be more interesting (from a historical perspective) overlaps between ttrpgs and video games in the future. Many people who work in ttrpgs seem to find themselves in the videogame industry at one point or another (probably because there are more jobs) and, as playing videogames is an extremely widespread phenomena now (compared to 1981), more people bring videogame assumptions within them into ttrpgs. I don't just mean themes or IP, though will certainly be markets for Dark Souls or Elden Ring themed ttrpgs. Nor just in business practice, though I think the practices of microtransactions and "day 1 patches" will be a feature of mainstream ttrpgs in the future. I mean at the level of design/mechanics. 5e is hard to write for because, "natural language" notwithstanding, designers have to write each feature as if it were a bit of code, not the least because you'll have optimizers searching out every possible interaction. Whereas with early versions of dnd, there's no singular 'system' as such. Sure there are procedures like dungeon turns that form the foundation of a lot of the gameplay, but the saving throw, ability score, thief skill, and x-in-6 subsystems don't interact with each other at all in ways that throw off players used to "modern" design. For 1dnd, there is something a bit bleak about all this, in that the vtt+dndbeyond promises to be a walled garden. But I can also see indie rpgs that are built assuming vtt support to take care of the math, thus allowing for a greater level of complexity (arguably we are already there with some games). Or, interestingly, custom vtts for even [URL='https://multiverse.com/blades']narrative games, like this[/URL]. Also note the 8- and 16-bit aesthetic of that vtt, also present in [URL='https://www.dicebreaker.com/games/heroes-of-cerulea/news/heroes-cerulea-rpg-ks']other games[/URL]. It's ironic as early video games borrowed the tropes of dnd to create crpgs that were always striving for more of the open feeling of early dnd, leading eventually to "open world" games. There are games like Divinity Original Sin that privilege interactivity and experimentation in ways surprising for a videogame even if mundane for a ttrpg. Yet it seems there is also a desire to play ttrpgs with something of a video game framework. (note: I like all games--table top, board, video, card, etc. I'm not saying one is better or worse than another). [/QUOTE]
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