• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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?

signal-3655575_960_720.png

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.
 

log in or register to remove this ad

Andrew Peregrine

Andrew Peregrine

payn

He'll flip ya...Flip ya for real...
More so than the setting features, I think "Star Wars" implies a certain style of storytelling: mythic, epic, heroic.
Which is interesting because I agree with this at face value. What things like Rogue 1 and Mandolorian have shown us is that people want SW stories that are not mythic, epic, heroic too.

Probably the reason I've always turned my nose at SW all these years. Im not a big mythic, epic, heroic guy. I like a gritty dangerous ordinary people rising to the challenge kind of heroism in my gaming.
 

log in or register to remove this ad

Which is interesting because I agree with this at face value. What things like Rogue 1 and Mandolorian have shown us is that people want SW stories that are not mythic, epic, heroic too.

Probably the reason I've always turned my nose at SW all these years. Im not a big mythic, epic, heroic guy. I like a gritty dangerous ordinary people rising to the challenge kind of heroism in my gaming.
The Mandalorian is mythic and heroic, Rogue One is epic and heroic.
 



J.Quondam

CR 1/8
You're ignoring that actual story where the player DID get out of it and the DM is still trying to defame them for it.
So what's that got to do with "sitcom dad" type DMing? Nothing. It could have been any other playstyle, or any other game, or any other social engagement. It's just odious behavior, not a gaming issue.
 

Ovinomancer

No flips for you!
So what's that got to do with "sitcom dad" type DMing? Nothing. It could have been any other playstyle, or any other game, or any other social engagement. It's just odious behavior, not a gaming issue.
I think you missed his point, where the players did opt out but the GM is claiming they are terribad players for not following his plot breadcrumbs. He's not disagreeing with you, he's pointing out that even if you opt out, it seems you get cast as the badguy in the discussion. I actually see this quite a lot -- GM's blaming players for things the GM did.
 

Oofta

Legend
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).

I was still quite immature when video games became a big thing. Does that count? ;)
 

RoughCoronet0

Dragon Lover
For my group, video games haven’t ruined our experience with D&D or role playing. In fact, we have used various video games as inspiration for dungeon designs, creatures to interact with and fight, world building, character concepts, and even using bits and pieces in our religion and deity creation.

My homebrew world’s deity of winter and the moon was conceptually inspired by a Pokémon.😃
 

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.
Yeah this happens to me, and not just with West End, seen it with the D20/Saga version of Star Wars and the Fantasy Flight versions as well: the GM inevitably has a highly specific (and usually alternative universe view with head cannon mixed in) take on a very specific flavor of Star Wars that is, not surprisingly, opposite the more vanilla standard SW the players wanted to try out. I've bowed out of every game of SW I've had proposed to me, because in each case there was something exceptionally specific and weird about it when all I wanted was "standard old Star Wars." My wife even joined one one of these weird games and dropped out after three sessions with a "you were right, it was the GM's version of a Lucas special edition event" comment at the end.

EDIT: seeing further comments wants me to clarify. A lot of my run-ins with weird alt-Star Wars proposals are by GMs who seem to want too reinvent the universe. I'd be totally fine with a "no jedi, just ordinary citizens of the galaxy" adventures, and back in the day my favorite West End campaign was set in the sector authority area of the old Han Solo novels. What I am talking about is GMs who, as an example, have campaigns like: "Empire, but the armies of the Sith were there all along," or "Jedi are actually secretly corrupt and the films are propaganda." These are interesting ideas....but if the group shows up expecting "regular Star Wars" and instead it's something universe-changing, then that creates a range of problems if you don't have the very specific quibble or interest in tampering with the universe that the GM does.
 
Last edited:

HammerMan

Legend
Which is interesting because I agree with this at face value. What things like Rogue 1 and Mandolorian have shown us is that people want SW stories that are not mythic, epic, heroic too.
yet in those two we get a force priest or two, a sith lord, a baby jedi many jedi cameos and the darksaber... so they STILL have force+Droids+ships/space travel
 

Remove ads

Remove ads

Top