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So What IS Happening to Tabletop Roleplaying Games? Dancey & Mearls Let You Know!
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<blockquote data-quote="Jhaelen" data-source="post: 7653575" data-attributes="member: 46713"><p>But that isn't all. Card and board games have the same strength, i.e. 'interaction at the table with other human beings', but in contrast to RPGs they don't require prep-work. Actually, for me, board games _have_ replaced the time I used to play and prep for RPGs, since for various reasons we only manage to meet for RPG sessions about once a month.</p><p></p><p>So what are the strengths of RPGs over (other) board games that make the additional amount of prep-work worth it?</p><p>I think it's the freedom to (try to) do whatever you can imagine as opposed to being restricted by the typically very limited, static rule framework of a board game.</p><p></p><p>Related anecdote: I have played the 'Mansions of Madness' board game, hoping it could scratch my itch for Lovecraftian Horror roleplaying. Unfortunately, it fell completely flat for me (in that regard). Although it's a really nice and flavourful board game it's sadly just a board game. Being restricted to two rather abstract actions per player turn somehow killed the atmosphere for me. I missed being able to simply tell the GM what I wanted to do and her telling me how to accomplish it and/or giving me feedback on my success and any consequences.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7653575, member: 46713"] But that isn't all. Card and board games have the same strength, i.e. 'interaction at the table with other human beings', but in contrast to RPGs they don't require prep-work. Actually, for me, board games _have_ replaced the time I used to play and prep for RPGs, since for various reasons we only manage to meet for RPG sessions about once a month. So what are the strengths of RPGs over (other) board games that make the additional amount of prep-work worth it? I think it's the freedom to (try to) do whatever you can imagine as opposed to being restricted by the typically very limited, static rule framework of a board game. Related anecdote: I have played the 'Mansions of Madness' board game, hoping it could scratch my itch for Lovecraftian Horror roleplaying. Unfortunately, it fell completely flat for me (in that regard). Although it's a really nice and flavourful board game it's sadly just a board game. Being restricted to two rather abstract actions per player turn somehow killed the atmosphere for me. I missed being able to simply tell the GM what I wanted to do and her telling me how to accomplish it and/or giving me feedback on my success and any consequences. [/QUOTE]
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So What IS Happening to Tabletop Roleplaying Games? Dancey & Mearls Let You Know!
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