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<blockquote data-quote="Zelda Themelin" data-source="post: 2878893" data-attributes="member: 167"><p>Funny, that I want my rpg:s feel more like computer games, plot driven, that is.</p><p>I also like the fact that video games do book-keeping for me. I don't have to concentrate when I clic to sell stuff for example. Automatic actions don't ruin mood.</p><p></p><p>However I still remmeber my poor basic D&D party, and time when dragging a mule into dungeons was important, so we could carry out all the "treasure". Those rusty short swords from skeletons and kobonds. I recall my brother's character started colleecting said swords, especially the +1 ones we dicovered later and the rustly ones. So, whatever floats one's boat.</p><p></p><p>But fact is, game excepted you to collect creb. Maybe computer games would be different nowdays, if rpg:s hadn't shown the way.</p><p></p><p>Pointless minute details make any game feel too much like real life, boring, repentive, and unheroic.</p><p></p><p>Details have their places IMO, and that is when they are important. I remember with certain horror one group I played with long time. They wanted to roleplay everything. Couple of us not exactly in that line of thought started to call it shopping game.</p><p></p><p>Every detailed encounter that serves no purpose execpt feed players' need to act it out, takes away from game time, from other players and from actual interesting game happenings.</p><p></p><p>It might be fun at times to play details, but not all the time. And when roleplaying some mundane event, I don't think it serves well to roleplay all of it. Especially if character already knows where the shop is, and has done the actual talking through earlier. </p><p></p><p></p><p>I was much more willing to role-play details when I was in school and so where my friends and we had lot and lot of time to play rpg:s. Now when we get to play 6-8 hours in about every seond week, it's important that something relevant and interesting happens every time. Otherwise intrest-level drops. Extra-detailing is a terrible time sink.</p><p></p><p></p><p>So I think number-crunching and loot everything-sell-rinse-repeat cape to computer rpg's from actual rpg's. Semi-linear plots are more inspared by novels, not games. </p><p></p><p></p><p>I can have fun with both styles, but I think constant in-charater, heavy detail game, is best suited for people who have a lot of free time to play rpgs, or who love to write long e-mails.</p><p>If you have long-windy people it gets boring. And if you have those players who want private solo moments in another room, where rest 7 players have to wait for dm to return, and dm let's that happen, be prepared for even worse time-sink.</p><p></p><p>I think that kinda playing is best suided for psycho-dramas, but if you want adventure game, that actually moves somewhere, it's IMO not.</p><p></p><p>Also if game has some down time, it's fun to roleplay more stuff.</p><p>If there is something intensive happening in game, I want to concentrate on that. Not to exact details how char did/did not find his MW quaterstuff. </p><p></p><p>And if appearance of items matters to my charater for whatever reasons, I want those item appearance-details. Otherwise, if there is no statistacal differences between items (except maybe price, or possible haggled price), I don't need to know what exact merchant I bought it. Though I might ask dm whatever I got good feeling about said merchant, so if I did, I can refer going back to same guy. Unless dm has some sneaky plot in mind. And you know, if dm start do describe to me different merchants, I expect there is some reason. Like one is selling stolen goods and I might get into trouble later on if I do business with that one.</p><p></p><p>Detailing something is like giving out spot-checks. It's draws attention to things. I don't usually pay attention to lot of things when I do shopping in real life. I don't recall much of those drips later on. Excapt maybe forgetting to buy something, or if bill was awfully big. If I meet some friend during that time, I recall that. I don't want things in games be any more recallable if they are unimportant. It just messes up my memory of remembering important stuff.</p><p></p><p>For immersion purposes general describtions serve well, so that players can get some understanding how for example city looks, how people look in general, and how they what is general style of clothes. And what building or place comes out most. That kinda things.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 2878893, member: 167"] Funny, that I want my rpg:s feel more like computer games, plot driven, that is. I also like the fact that video games do book-keeping for me. I don't have to concentrate when I clic to sell stuff for example. Automatic actions don't ruin mood. However I still remmeber my poor basic D&D party, and time when dragging a mule into dungeons was important, so we could carry out all the "treasure". Those rusty short swords from skeletons and kobonds. I recall my brother's character started colleecting said swords, especially the +1 ones we dicovered later and the rustly ones. So, whatever floats one's boat. But fact is, game excepted you to collect creb. Maybe computer games would be different nowdays, if rpg:s hadn't shown the way. Pointless minute details make any game feel too much like real life, boring, repentive, and unheroic. Details have their places IMO, and that is when they are important. I remember with certain horror one group I played with long time. They wanted to roleplay everything. Couple of us not exactly in that line of thought started to call it shopping game. Every detailed encounter that serves no purpose execpt feed players' need to act it out, takes away from game time, from other players and from actual interesting game happenings. It might be fun at times to play details, but not all the time. And when roleplaying some mundane event, I don't think it serves well to roleplay all of it. Especially if character already knows where the shop is, and has done the actual talking through earlier. I was much more willing to role-play details when I was in school and so where my friends and we had lot and lot of time to play rpg:s. Now when we get to play 6-8 hours in about every seond week, it's important that something relevant and interesting happens every time. Otherwise intrest-level drops. Extra-detailing is a terrible time sink. So I think number-crunching and loot everything-sell-rinse-repeat cape to computer rpg's from actual rpg's. Semi-linear plots are more inspared by novels, not games. I can have fun with both styles, but I think constant in-charater, heavy detail game, is best suited for people who have a lot of free time to play rpgs, or who love to write long e-mails. If you have long-windy people it gets boring. And if you have those players who want private solo moments in another room, where rest 7 players have to wait for dm to return, and dm let's that happen, be prepared for even worse time-sink. I think that kinda playing is best suided for psycho-dramas, but if you want adventure game, that actually moves somewhere, it's IMO not. Also if game has some down time, it's fun to roleplay more stuff. If there is something intensive happening in game, I want to concentrate on that. Not to exact details how char did/did not find his MW quaterstuff. And if appearance of items matters to my charater for whatever reasons, I want those item appearance-details. Otherwise, if there is no statistacal differences between items (except maybe price, or possible haggled price), I don't need to know what exact merchant I bought it. Though I might ask dm whatever I got good feeling about said merchant, so if I did, I can refer going back to same guy. Unless dm has some sneaky plot in mind. And you know, if dm start do describe to me different merchants, I expect there is some reason. Like one is selling stolen goods and I might get into trouble later on if I do business with that one. Detailing something is like giving out spot-checks. It's draws attention to things. I don't usually pay attention to lot of things when I do shopping in real life. I don't recall much of those drips later on. Excapt maybe forgetting to buy something, or if bill was awfully big. If I meet some friend during that time, I recall that. I don't want things in games be any more recallable if they are unimportant. It just messes up my memory of remembering important stuff. For immersion purposes general describtions serve well, so that players can get some understanding how for example city looks, how people look in general, and how they what is general style of clothes. And what building or place comes out most. That kinda things. [/QUOTE]
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