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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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Picture courtesy of Pixabay.

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

Minigiant

Legend
Supporter
I play video games, and so do several of my players.

I tend not to play currently trendy video games though, and anything that claims to be "difficult" makes me run a mile.
Well video games have all kinds of different types of difficulty.

Sometimes it's dexterity, others in intelligence. Some even take wisdom or charisma. Some work on experience and memorization. And there are games that just take practice. I don't have the hands, eyes, and time for fighting games anymore but I love watching them.

Butas a TTRPG and VG gamer myself, many of the criticism in the OP only really apply to the most casual games. I never forgot my first unwinnable boss battle in Star Ocean 2.
 

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HammerMan

Legend
I still remember the first time they encountered a group of zombies, I'd briefly forgotten the Con check when the first one was slain, when I remembered the save, the zombie succeeded, so I described it suddenly getting back up. The players freaked out and assumed that one must be the lead zombie that had to be killed first to stop the others from coming back. It just struck me as a very 'video game based' reaction. It didn't ruin things though, if anything it added to the fun (at least for me)
I don't know "that one is different, take out the different one first" (different can be leader or caster) is In My Experience a VERY D&D thing to do
 

HammerMan

Legend
Heaven forbid you explore and engage in the scenario presented.
I don't know... not withstanding the 'DM wont kill us it ends the game' (and even that can be thought by most people most of the time) it seems like they figured out a good way to engage the plot... just not the one you expected... You wanted to play LOST, and they just were not interested.

my last 3.5 game I played in the DM made a ravenloft/LOST/Thunder cats cross over. We were on a ship between continents. A storm hit, the PCs and about a dozen NPCs survived on an island shipwreck, but no one knew where. half of us with no or little equipment. Over the course of 6 sessions after the crash we found that there were animal people (lizard people, monkey people, vulture people, and gnolls) that worked for a mummy lord that ran the Island mostly from his pyrmid in a valley... but he had this super paragon champion he would send out some times. We found that there where also G*word carvans that some how left by almost walking on water... but we found a bunch of them dead, and a super weird mountain that had the ruins of a building carved into it... it had both tech and magic. At this point someone put together the thundercats references (we all got lost game 1 with the way he did some things) but we started to suspect ravenloft. We just wanted the lost/survival part to be done with and we thought it was finding the 'cats layer' But the DM wanted to force us to not stay... so he had this power source that ran the base be a tech/magic cross over called a Condensed Mana Battery that was 100% a ZPM from Stargate. We evenn called it a CMB. It was broken and leaking and he suggested we needed to get rid of it before it blew up, or poisoned us... we just wanted a place to not be attacked at night... and a player took it threw it at a group of monkey men and then hit it with a damage spell (they were a 3.5 warlock I want to say it was eldritch blast but I don't remember this part) and as such blew it up... TPK. We expected a fireball effect maybe bigger but not huge...DM said it was a NUKE. He said that 1 mile radius everything was disintegrated if you wanted to roll it was 80d6 force save for half followed by 40d6 acid save for half and 40d6 fire save for half (I think it was fort fort ref) but even min rolls and saves we all died (no one had 70hp) The DM was PISSED. He said we were supposed to do survival until we found a tower with a working CMB...but the tower itself not working and not being safe, then survival BACK to the cats layer use the working one to reactivate it and we had to then use the working one to repair the broken one... THEN we would be safe for a bit until Mumra himself (the dark lord) started showing up.... No one wanted to do more survival games.

We had made characters for a different type of game. We were leaving home to go to colony's and expecting more intrigue and city building... no one knew why we were role playing the trip but since we started at 2nd level we figured it was to get some XP and the group working togather... but then the storm hit.
 

HammerMan

Legend
Or worse, I've seen DMs who do something to completely break trust before it is earned and completely lose the group.
not telling us to build for survival horror, letting us build 2nd level character for a fake out concept, letting us each roll for a magic item on top of equipment THEN a half hour into game one stranding us without the equipment in a game we didn't prep for totally didn't help...
 

HammerMan

Legend
There likely is.
The thing is like many D&D related, it is a sensitive subject because it is age related. Most people who would know of the details of modern RPG tropes would be Millennials, Younger Gen Xers and Older Zoomeers. People age 18-39.
oh god... is mid to late 40's and early 50's too old to get it now... oh man I am telling my group to tell all of yall to get off our lawns
 

Mort

Legend
Supporter
not telling us to build for survival horror, letting us build 2nd level character for a fake out concept, letting us each roll for a magic item on top of equipment THEN a half hour into game one stranding us without the equipment in a game we didn't prep for totally didn't help...

Right, doing this out of the gate almost guarantees group dissatisfaction.

Had an example of this at Gen Con, a few years ago, in a D6 Star Wars game.

Descriptor of the game is a simple cargo mission deliver goods safely from point A to point B.

Pre Gen characters provided and everyone picks the character they want to play - that's a good start, pregen characters at a convention game are appreciated.

But then, the ship goes through some kind of anomaly. Lands on a planet where EVERYTHING is opposite. So strong characters are weak, dexterous characters are clumsy, charismatic characters are boorish etc.

This may sound like a fun premise/concept, but what it does is ENSURE that each player gets the OPPOSITE of the character they wanted to play.

Particularly bad if you picked an unassuming character and are now suddenly forced to play the party face!

Little fun was had. Sure most of us rolled with it, but it was irritating. And worst of all, the GM didn't seem to understand why. He thought the concept was awesome!
 

HammerMan

Legend
Had an example of this at Gen Con, a few years ago, in a D6 Star Wars game.
you know correlation isn't causation... BUT I seem to remember that even loving west end game rules, almost every person who ran it seemed to have some issue that made it unfun. Like I never got to play the system I signed up for.... (My go to example is from my college gaming club I sat down to make a character for a pre empire Starwars game (and this was before anyone thought there would be prequl movies) and I was told "No jedi, no force sensitives, no droids, and the party can't together or individually have a ship" and we were later in game 1 told we were not going to other planets the game would be on this homebrew world only... a few years later I joined a diffrent game (WEG D6 DC Universe) and the rules were 'no powers, and cap of X on physical abilities' just 10 years ago someone tried to run a d6 star wars and AGAIN it was 'no jedi, no force sensitive, no droids' I just said no to that campaign.
 

Minigiant

Legend
Supporter
oh god... is mid to late 40's and early 50's too old to get it now... oh man I am telling my group to tell all of yall to get off our lawns
It's not that late 40s to 50s is too old to be a gamer.

It's that it is is too old to be "young and formative" around the time of what I call the Rise of RPGs (1997-2005) or Video Game RPG renaissance (around 2005-2015).
 

Mort

Legend
Supporter
you know correlation isn't causation... BUT I seem to remember that even loving west end game rules, almost every person who ran it seemed to have some issue that made it unfun. Like I never got to play the system I signed up for.... (My go to example is from my college gaming club I sat down to make a character for a pre empire Starwars game (and this was before anyone thought there would be prequl movies) and I was told "No jedi, no force sensitives, no droids, and the party can't together or individually have a ship" and we were later in game 1 told we were not going to other planets the game would be on this homebrew world only... a few years later I joined a diffrent game (WEG D6 DC Universe) and the rules were 'no powers, and cap of X on physical abilities' just 10 years ago someone tried to run a d6 star wars and AGAIN it was 'no jedi, no force sensitive, no droids' I just said no to that campaign.

Yeah, the whole let's do a game with fairly specific setting expectations and then not allow 75% of those expectations. Never a great start.

Now if you've run the traditional Star Wars game and, as a follow-up, want something unusual and different? That's usually great, but not to start with.
 

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