Hussar
Legend
An interesting blog post from Futurismic on the use of plot and video games.
Later on, he relates it to tabletop games as well:
It's an interesting point. I'm not sure I 100% agree to be honest. That if we create adventures that lack plotting, the players will automatically fill in the gaps. IME, that does sometimes happen, but, more frequently what happened back in the day was the game devolved down to nothing more than tactical combat encounters - without any guidance from the DM or the adventure, the players slipped into pure hack and slash.
Not that that's a bad thing necessarily, but a pure diet of raw carnage tends to be a bit stale after a while. I, for one, would like more.
OTOH, I do agree that you can go way too far. The whole "railroading" meme stems from DM's and adventures that go too far and start dictating plot to the players to the point where the players feel too restricted and too detached from the game.
There's a fine line in there somewhere, IMO, between Pac-Man and Final Fantasy.
Later on, he relates it to tabletop games as well:
The human urge to weave events into a narrative shape is something that has always underpinned the table-top roleplaying hobby. From the earliest days of Dungeons and Dragons, RPGs were little more than combat systems allowing your character to navigate his or her way through a series of tactical challenges. However, even though early D&D published adventures were frequently little more than floor-plans and combat stats, great human stories would emerge organically from play: perhaps two players would fall into a degree of rivalry and this rivalry would result in their characters betraying each other; perhaps a player might have his character snap at someone in the local tavern, resulting in the character being stabbed and the entire session drifting off into an extended side-bar in which the characters wage war on the local community [You evidently played D&D with far more interesting people than I did, J. - Ed.].
Indeed, this tendency of tabletop RPG sessions to spiral off away from the story the GM had planned to tell is what provides many RPG-related comics – such as Jolly Blackburn’s Knights of the Dinner Table, John Kovalic’s Dork Tower and Mehdi Sammi’s Les Irrecuperables – with their principle thematic drives.
It's an interesting point. I'm not sure I 100% agree to be honest. That if we create adventures that lack plotting, the players will automatically fill in the gaps. IME, that does sometimes happen, but, more frequently what happened back in the day was the game devolved down to nothing more than tactical combat encounters - without any guidance from the DM or the adventure, the players slipped into pure hack and slash.
Not that that's a bad thing necessarily, but a pure diet of raw carnage tends to be a bit stale after a while. I, for one, would like more.
OTOH, I do agree that you can go way too far. The whole "railroading" meme stems from DM's and adventures that go too far and start dictating plot to the players to the point where the players feel too restricted and too detached from the game.
There's a fine line in there somewhere, IMO, between Pac-Man and Final Fantasy.