I'm A Banana
Potassium-Rich
I absolutely ADORE the story-based CRPG's. They're what got me into D&D in the first place.
I see PnP RPG's as being much more open-ended, and much more concerned with balance.
In a videogame, there can be a cheat to get an uberitem at an early point in the game...part of the fun of the game is to "win" and see the ending. Uberitems help you win.
In D&D, you can't haven a uberitem, because you can't really win. There's no point where you really have to say: "Okay, it's done now. Yahoo. Press start."
Similarly, you can't have complex collecting schemes or anything in D&D. Because it bogs down play.
CRPG's automate so much, it's possible for them to have some truly complex mechanics. For D&D, not so much.
D&D, however, is open and varied. Because you don't have to program what happens when Character x uses item Y, ther's a lot more room for development and random insertion. You can do more with D&D, because you can do things with your imagination that the limits of hardware say you can't do otherwise.
You never reach a wall you can't break in D&D. It's never a case of "I do this, this always happens." You never go through the first stages in an automated trance, because you know all the secrets.
There are some things that are mutually exclusive. It's like film and a novel. There are some things that just won't work in translation. But each has their own superb strengths.
I see PnP RPG's as being much more open-ended, and much more concerned with balance.
In a videogame, there can be a cheat to get an uberitem at an early point in the game...part of the fun of the game is to "win" and see the ending. Uberitems help you win.
In D&D, you can't haven a uberitem, because you can't really win. There's no point where you really have to say: "Okay, it's done now. Yahoo. Press start."
Similarly, you can't have complex collecting schemes or anything in D&D. Because it bogs down play.
CRPG's automate so much, it's possible for them to have some truly complex mechanics. For D&D, not so much.
D&D, however, is open and varied. Because you don't have to program what happens when Character x uses item Y, ther's a lot more room for development and random insertion. You can do more with D&D, because you can do things with your imagination that the limits of hardware say you can't do otherwise.
You never reach a wall you can't break in D&D. It's never a case of "I do this, this always happens." You never go through the first stages in an automated trance, because you know all the secrets.
There are some things that are mutually exclusive. It's like film and a novel. There are some things that just won't work in translation. But each has their own superb strengths.