Are Video Games Ruining Your Role-playing?

I love RPG video games, but they might be causing some sub-optimal habits in our tabletop role playing. So what’s a GM to do about it?

I love RPG video games, but they might be causing some sub-optimal habits in our tabletop role playing. So what’s a GM to do about it?

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It's Dangerous to Go Alone. Take This (Advice)!​

Way back when, video games and RPGs weren’t too different. The video games often focused on killing stuff and getting treasure and so did plenty of dungeon modules. But it wasn’t very long before tabletop games moved into more narrative and character driven play which video games had a hard time following. While some video games like Dragon Age have tried to mirror role playing, you still only get a selection of options in interaction.

Nowadays, tabletop gaming has branched well beyond the elements that have been automated in video games. For players coming from video games, those elements can cause a biased approach to tabletop gaming that might make the game less fun. Below are some examples of how "video game creep" can affect tabletop RPG play styles and how to address them.

The Plot Will Happen Regardless​

While no one likes an interminable planning session, they do at least remind us that the players are not just participating but driving the story. In a video game the story happens whether you like it or not. You just need to keep putting one foot in front of the other and the story will happen regardless. So the bad habit here is a desire of players to ‘just move on’ assuming the GM will just give the plot to them as they go. This often comes unstuck in an investigative RPG where the players need to plan and consider, but it can cause problems in any game. Just pushing ahead will often clue in the bad guys about what is going on. Worse, without some effort to uncover clues, the players will just be floundering, wondering why the plot hasn’t miraculously appeared.

To get players out of this mode the GM might have be initially be a bit more obvious with clues. Almost to the point of putting a helpful flashing icon over them so the players can find them. The key here is to get them looking for clues and trying to understand the plot rather than just assuming inaction will solve the adventure regardless. Once players remember the clues will not come to them they will start trying to find them again.

“Nothing Is Too Much for Us!”​

With the option to save and return to a tough problem, video games offer the idea that any character can potentially tackle anything that is thrown at them. After all, the hero of a video game is a pregenerated character with all the right skills (or at least the means of acquiring them). This is also coupled with the fact that if the video game throws an army of zombies at you, then you expect to be able to fight them off. No problem is insoluble as long as you are prepared to persevere.

While perseverance isn’t a bad trait, sometimes the player characters shouldn't attempt to face all obstacles with brute force. The GM might have put them against insurmountable odds because they should be retreating. They assume putting 100 zombies in the room will make it pretty clear the way is blocked, then get surprised when the PCs draw swords and dive in. Then they are even more confused when the PCs accuse them of killing off their characters by putting too many monsters in, when no one forced them to fight them.

It is hard for some players to realise that retreat is also an option. But if you are used to facing and defeating supposedly insurmountable odds it is unlikely you’ll think of making a run for it. This attitude might also give some players the idea that any character can do anything leading to some spotlight hogging when they try to perform actions clearly suited better to other characters.

At this point the GM can only remind them retreat is an option, or that the thief should probably have first call on the lock picking. If they ignore that warning then they’ll eventually get the message after losing a couple more characters.

“I’m Always the Hero!”​

In many games the player characters are heroes, or at least people destined for some sort of greatness. But in a video game you are usually the chosen hero of the entire universe. You are the master elite agent at the top of their game. The problem is that in any group game not everyone can be the star all the time. So it can lead to a bit of spotlight hogging, with no one wanting to be the sidekick.

That is usually just something they can be trained out of with the GM shifting the spotlight to make sure everyone gets a fair crack. But being the greatest of all heroes all the time may mean the players won’t be satisfied with anything less. There are some good adventures to be had at low level, or to build up a great hero, and starting at the very top can miss all that. So, players ranking at the lower level of power should be reminded they have to build themselves up. Although there is nothing wrong with playing your game at a very high level if the group want big characters and bigger challenges.

Resistance Is Futile​

One of the things RPGs can do that video games can’t is let you go anywhere. If there is a door blocking your path, in an RPG you can pick the lock, cut a hole in it, even jump over it, where in a video game it remains unopened. If you get used to this concept it can lead to players thinking the opposite of the insurmountable odds problem. A locked door means they should give up and try another route or look for an access card. They start to think that like a video game there are places they are meant to go and meant not to go, and that they should recognise that and not fight it.

This might apply to any number of problems, where the GM is offering a challenge but the players just think that means they shouldn’t persevere. Worse, the players might think they need a key to open the door and will search for as long as it takes to find one, never imagining they might smash the door down.

This is a tough problem to get past as it means the GM needs to offer more options and clues to the players. If this doesn’t remind them they can try other things, then that opens up the following issue. So the GM should try and coax more options out of the players and make a point of rewarding more lateral thinking in their part.

“I’m Waiting for Options”​

While there may be several ways to defeat a problem, and the players know this, they might not be used to thinking of them for themselves. They will expect the GM to suggest several ways to defeat any obstacle or interact with an NPC rather than think of them themselves. This is easy to spot as the GM will notice that any clues or suggestions they make are always followed rather than taken as a helpful starting point.

The simple answer is to stop offering options and let the players think of them themselves. After all, RPGs are not multiple choice, they should be infinite choice. So the GM might also make a point of throwing the question back to the players and ask them what they will do about the encounter. The GM might offer clues if asked, but they should try and keep the focus on the players thinking of a way through rather than giving them clues.

Gaming in Every Medium​

The issues above aren’t a problem if that is how you all want to play. But they do put a lot of pressure on the GM to hand out all the answers and takes away the player’s agency to interact and influence the story. So it is worth taking a look at your group's gaming habits, particularly new players, and reminding them that although video game RPGs and tabletop RPG have a lot in common, they should be played differently.
 

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Andrew Peregrine

Andrew Peregrine

Stormonu

Legend
Are you saying that a player who says he's taking the pole out of a closet to look at it should not be allowed to do so because they have a crappy Search skill?
For me, at least, specific beats general. If the player pulls the sconce on the wall to see if it opens a secret door, there’s no need in the first place for the roll. If the player rolls without much description, they’re just doing a general search and checking out anything that happens to catch their eye. They’re taking the risk they may miss something via a bad roll.
 

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Vaalingrade

Legend
What people have interest in varies from person to person. If the DM is up front about their expectations, and the players don't balk at that point, then when these issues come up the players have no one to blame but themselves.
Most people don't really understand what a lot of this stuff means until the DM already has them in a headlock and their lunch money is out of their pockets.
 

HammerMan

Legend
Engaging with the environment is the fun stuff. Figuring out traps or tricks or room features is 90% of the game,
sociolizing is more investigating is more... figuring out traps and tricks in rooms is like 20% of my games max
But to carry on... they roll their 16 in perception. What if there's a trap in the room?
compare DC to find or notice trap to 16....
Where are they standing and do they set it off?
compare DC to find or notice trap to 16....
Are they in range of the effect of the trap?
compare DC to find or notice trap to 16....
How can I know if they even find the hidden feature, if I don't know what actions they are taking?
compare DC to find or notice trap to 16....
Just rolling doesn't provide any context.
yes it does, it tells you they are relaying on what there character knows. sees feels, hears, instead of what they they player out of game understands or knows
When players just roll perceptions, I ask them for more specifics on what exactly they are doing when they ares searching,
if you need more info cool go with it. In the example they were looking for the halfling... so you DON"T need more info
where they are looking, how they are approaching the room. Based on that, I can decide that they can't find it, they can make a roll (with maybe some modifiers) to find it, or they find it automatically based on their description.

To me that's just playing the game.
to me 9 out of 10 times you Don't need more info... and when you do it can be a few seconds back and forth
 


Micah Sweet

Level Up & OSR Enthusiast
People are down with this, but not knowing the monster stat blocks and just pulling out the right resistance override material. Metagaming is metagaming.
I don't have a problem with monster knowledge. Everybody knows what trolls are vulnerable to, for example. If players keep poking at that I'll just use different monsters.
 

HammerMan

Legend
So what do you say to that player, "No, you can't take that perfectly doable action"? What excuse would you use? And even if you someone get that past the radar, what's to stop any other player from taking that specific action?
If I were the DM I would let the high 20, low 30 find it... if on the other hand a search by someone that is the best didn't find it I would just say 'roll search' then say he didn't notice anything.
 

Are you saying that a player who says he's taking the pole out of a closet to look at it should not be allowed to do so because they have a crappy Search skill?
I think its more one method allows you to bypass the roll, where rolling allows you to bypass farting around if you don't care to engage with the trilling task of examining closet carpentry when you could be fighting monsters or exchanging witty dialogue with a count. They both have advantages and disadvantages. Auto success at the expense of uncertainty but potentially wasting time by engaging with something when there isnt anything to find in the first place.

I was reading the original Saltmarsh and noted there's tons of piddly hidden treasures but nothing to indicate when it might be worthwhile to search. There's a few gold behind a brick in a chimney or a 5 gp pearl in a boot. All that does is reinforce wasting time over minutia as players are trained like dogs via Pavlovian reinforcement to pull everything apart for chump change. "I cut this guys boots open. I check his scabbard for hidden compartments. I try and unscrew the pommel. I..." meanwhile 5 minutes pass and nothing FLIPPIN happens! Oh god, we killed another mook, time to start the rote checklist again. SUCH ROLEPLAY!
 

CleverNickName

Limit Break Dancing
Oh man, I've felt every one of these bullet points at least once in my games. But some of them really stand out. The worst offenders at my table are:

The Plot Will Happen Regardless. The players have outright stated "Don't worry about the boat, the crew, or the food supply, (the DM) will make sure we get where we need to go." It was clear that they had no intention of managing or tracking their resources, and I would be considered at fault if they were forced to. The same thing applied to finding the clues they needed, unlocking the doors that needed unlocked, important NPCs staying alive long enough to be helpful regardless of their actions, and so forth. The only thing I can do when stuff like this happens is call their bluff. After a few years (and a few failed quests), this has gotten a lot better.

"Nothing is Too Much for Us!" This one absolutely kills me. At Session Zero, and periodically through the course of the campaign, I will explain to the players that character death is possible and certain encounters will be too much for them, that the world doesn't revolve around their characters, that there are parts of the world they aren't strong enough to visit. They always agree, they always say that they are fine with it. Until we roll initiative, and then it becomes evident that they will never retreat, regroup, or deescalate. Ever. It has never happened even once in almost a decade, even after I've broken the fourth wall and begged them to run or surrender. They have demonstrated time and again that they would rather suffer a TPK. It's baffling to watch.

"I'm Waiting for Options." This one has gotten a lot better with practice. In the early days, if my players were stumped and couldn't put the clues together that they needed, they would stall the game indefinitely until I caved in and moved the story to the next scene. But in the years since, they have gotten better at putting clues together, and I've collected a HUGE variety of supplemental adventures, random encounters, Twisted Taverns, and other things to throw at them so that I can improv for months if necessary.
 


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