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

I've played since '84. There's been at least one in every group I've ever played with. That's a lot of groups over the years. And a lot of people.
I've played since '83 and haven't really run into this kind of thing (except for a couple of off examples that in retrospect I blame myself or our DM as much as the players for not having a clear conversation about game style and expectations ahead of time - but as I said, nothing so extreme in the last 25 years).

I did drive off one new to our table player in 2000 by being a jerk about how I insisted he speak in first person as a character, and I regret it to this day. So maybe you're right that there is potentially one in every group, it is just that sometimes that person is us and we don't see it until later. :LOL: :cry:
 

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  • First there is the fact that searching rooms like that was once the norm in very old editions because d&d was still in its childhood learning to walk & had not progressed with mechanics that go beyond that. Even back in the day groups would very often have a standard checklist of ~"and we do the usual" just to avoid wasting tons of gametime on mindless & banal repetition of the same few 20 questions. D&D moved beyond that point long ago however & there is no reason for the gm to entertain player attempts at going back rather than saying no & pointing out the failur
it amazes me that somehow 70-80% of the people I meet in real life in the flesh found that when 3e added social skills and search and spot skills (and more like them) started to change over (some fast some slow) to character skill over player skill... but on enworld (and a few other internet places) it seems like the 'tell me in detail HOW you do it' crowd is way over represented.
 


I've played since '84. There's been at least one in every group I've ever played with. That's a lot of groups over the years. And a lot of people.
I am not as old hat as you (I came into D&D and TTRPG in late 80's 2e) but I have to say I too have seen more then my fair share of those problems... I have found over the years it waxes and wanes, and it isn't EVERY table... but enough of them.
 

I did drive off one new to our table player in 2000 by being a jerk about how I insisted he speak in first person as a character, and I regret it to this day. So maybe you're right that there is potentially one in every group, it is just that sometimes that person is us and we don't see it until later. :LOL: :cry:
i hope I have never been the reason for anyone to leave the hobby... except for Jon, Jon can leave and we would be better off (Jon knows what he did)
 

I've played since '83 and haven't really run into this kind of thing (except for a couple of off examples that in retrospect I blame myself or our DM as much as the players for not having a clear conversation about game style and expectations ahead of time - but as I said, nothing so extreme in the last 25 years).

I did drive off one new to our table player in 2000 by being a jerk about how I insisted he speak in first person as a character, and I regret it to this day. So maybe you're right that there is potentially one in every group, it is just that sometimes that person is us and we don't see it until later. :LOL: :cry:
There’s nothing wrong with having preferences. The trick is to know them and to not be a jerk about it. Some players are simply incompatible with each other. There’s nothing wrong with that. Just be as honest and up front about it as you can.

I let my potential players know how I do things. Where my hard lines are and where there’s wiggle room. It tends to be enough. Except when people either don’t believe me or don’t bother reading or listening when we’re having that conversation.
 

How do I get around the low INT or low skill character doing something that would be next to impossible for them while the trained/smart character fails?

Easy. D&D is a cooperative game. So if for example as that untrained/dull character, I as the player think of removing the closet bar and checking it, I say "Based on Smarto the Rogue's suggestion, I pull down the bar and look at it."

Problem solved.
That works great if you're the player. What if you're the DM?
 


That works great if you're the player. What if you're the DM?

I am the DM. :LOL:

But assuming I was playing with someone new as DM, I would have floated the idea past them first.

I handle very high intelligence the same way (something I've explained in other threads before). No one at the table really has an 18 INT or whatever, so when it comes to ideas, the group confers, the high INT player makes the choice for his character, but the wisdom of the crowd serves as a potential source of ideas for someone of that intellectual ability.
 

That works great if you're the player. What if you're the DM?
my way is just declair something doesn't work...

I have to jump into my WAY back old man machine...

in 3e when I started to use the social and mental skill more (cause 2e didn't really have many) I had a player that was a cha 7 half orc and no social skills. I also had a player that was human but with dragon blood as a sorcerer with a 20+ cha, and lots of skills in social things (cross class back then). the half orc was used to just 'rping thought' dump stats... and what I started doing was no matter what he said, no matter how perfect no matter how smart is act with discust as the NPC and ignore him.

Over the years I have done it with Int too... "Oh, you want to ask if you can lower your 8 int to a 6 to get another +1 to con? okay" then every idea he states just meta game is wrong... or ignored by npcs... no matter HOW good an idea it was it would just fail.

in both cases if they complained something should work I would call for a skill check... after a bit they realized they had to have character skill or it wasn't going to work

edit: I did this for years but 4e had a side bar called 'bag of rats fighter' and I could not agree with it more... if someone wantss to use the letter of the rules to circumvent the spirit the answer is NO
 

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