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

Some people think this is fun, some people feel like it's basically pixel hunting. "I look under the desk, in the wardrobe and under the carpet" "Ha! You didn't say you were checking in the vase I mentioned offhand!" "Oh, if only there were a compact way of doing this that doesn't take an hour and require listening to every piece of the DM's creative writing!"
Oh yeah, I remember a story somebody told me once. The players spent 3 agonizing sessions getting through one single maze. At the end the GM triumphantly declares that the walls were only 3ft high and the PCs could have simply jumped over them had they asked about such detail...
 

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Oh yeah, I remember a story somebody told me once. The players spent 3 agonizing sessions getting through one single maze. At the end the GM triumphantly declares that the walls were only 3ft high and the PCs could have simply jumped over them had they asked about such detail...
That’s definitely something the DM should have stated up front or at least made more clear, it’s something the characters would immediately be able to tell in universe but needs to be communicated properly otherwise the players can’t know it
 

The world of difference that exists in that "pretty much". I'm a fan of old-school play. Digging into the details and immersing in the world. There's no comparison between the 15-20 minutes of back-and-forth that is the conversation between DM and player when they're poking around a space and "I rolled a 16 perception". The former is engaging in the conversation, the latter is skipping it. To me, the conversation, digging into those details, actually exploring the world is the game. The check, if there ever is one, is there only to clear up any ambiguity about what is discovered. The check, if there ever is one, comes last. After the conversation, after the exploration, after the poking and prodding. Because the conversation can moot the roll. The conversation is the game. Skipping the conversation is skipping the game.
again I disagree. we can all use short hand in common conversation. I love back and forth too, and I have been playing longer then most new players have been alive so I am pretty 'old school', I just don't see why you can't pick up what someone means when they say something
This was from players who claimed to have years of experience with D&D and other RPGs. The other ways they behaved lead me to believe them.
okay I thought it was an example of a new player learning from video games... but okay, same thing. We all make mistakes
Yeah, huge glowing and blinking neon sign posted it. It was a literal 30' tall storm giant that was ascending to godhood...that they'd just watched demolish a castle tower. Crackling with lightning and growing taller. So, being 1st level...of course...they charged.
and again. Were you going to use the stats for a CR 2 oger, or a CR 16 Storm Giant then add the divine upgrade? They could easly think you had it written to be a fight.
 

Some people think this is fun, some people feel like it's basically pixel hunting. "I look under the desk, in the wardrobe and under the carpet" "Ha! You didn't say you were checking in the vase I mentioned offhand!" "Oh, if only there were a compact way of doing this that doesn't take an hour and require listening to every piece of the DM's creative writing!"
my go to example is always the guy that made a HUGE search check (in 30s) but found nothing just for a guy who if he rolled a 20 would get a 19 was given an auto pass for knowing to take the pole out of the closet and look in it...

point blank if your character is specialized in searching someone who knows nothing about searching should NOT be able to "role play through it" any more then an untrained warrior shouldn't be able "role play through" hitting a huge AC.
 

For me as a DM. there is a practical difference to this.

"I look for the halfling" or "I search the pedestal for a secret compartment" tells me exactly what the player is doing and provides me with context in order to frame a ruling or a roll.

"I made a 16 Perception, do I notice anything?" doesn't tell me anything. I literally can't respond to this. What does the player notice? Well... what is the player looking at? I don't know.
except YOU DO know what they are looking for AND at 9 out of 10 times... you can base it on the session the scene, the campagin... all things I can't imagine how you would miss.

Imagine two people talking about having to find the halfing. One of them says he is going to ask around see if anyone else saw them, then the other says "I roll perception, what do I see?" you know where they are. You know what they are looking for, they have given you all the same info.
 

my go to example is always the guy that made a HUGE search check (in 30s) but found nothing just for a guy who if he rolled a 20 would get a 19 was given an auto pass for knowing to take the pole out of the closet and look in it...

point blank if your character is specialized in searching someone who knows nothing about searching should NOT be able to "role play through it" any more then an untrained warrior shouldn't be able "role play through" hitting a huge AC.
In feel the opposite.

the player who put the thought and consideration into being specific form a role playing approach will always succeed over someone some one who just rolls the dice.

The game is played by the people sitting at the table, not by the numbers and words on a piece of paper. The choices and actions of the player always take precedence.
 

again I disagree. we can all use short hand in common conversation. I love back and forth too, and I have been playing longer then most new players have been alive so I am pretty 'old school', I just don't see why you can't pick up what someone means when they say something
Generally I can pick up what people mean when they use short hand. If the player skips the conversation and declares "I rolled a 16 perception," that tells me the player isn't interested in engaging with the conversation that is the fundamental core of the game as I see it and as I want to play it. And since everyone likes to scream about gatekeeping, yes, both styles and everything in between are perfectly valid ways to play. But they don't mix well, if at all.
okay I thought it was an example of a new player learning from video games... but okay, same thing. We all make mistakes
Of course.
and again. Were you going to use the stats for a CR 2 oger, or a CR 16 Storm Giant then add the divine upgrade? They could easly think you had it written to be a fight.
Which is literally the problem this example was used to point out. Players assume, wrongly, that not only is everything a fight, but everything is a fight that's perfectly balanced for their characters at whatever level they are...regardless of the fiction.
my go to example is always the guy that made a HUGE search check (in 30s) but found nothing just for a guy who if he rolled a 20 would get a 19 was given an auto pass for knowing to take the pole out of the closet and look in it...

point blank if your character is specialized in searching someone who knows nothing about searching should NOT be able to "role play through it" any more then an untrained warrior shouldn't be able "role play through" hitting a huge AC.
Some things need to be handled mechanically. But not everything does. Roleplaying doesn't need to have mechanics. Whether you hit something when you swing a sword probably does, but might not depending on circumstance. Some things are automatic. Strike a bound and helpless prisoner? No roll. Trying to haggle with the vendor who wants to give you poisoned food? No need to roll. If the player says or does the right thing, the roll doesn't matter. Conversely, some things are impossible no matter what you roll. Shoot the moon with an arrow? Nope. Trying to convince the king to give you his crown and kingdom? Again, nope. The fiction takes precedence over the mechanics.

To me, this is "press the button" syndrome. Instead of actually engaging with the RPG, the conversation, the player wants to hit the button and get the thing. In this case hit the perception check button and get the information. No, sorry. Start over. What are you doing? Where are you looking? What are you looking for? Again, the game is the conversation, the game is not pressing the buttons on your character sheet. The answer isn't on your character sheet.
 
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The player who put the thought and consideration into being specific form a role playing approach will always succeed over someone some one who just rolls the dice.
so if someone role played the perfect crit shot to the eye in combat would you pass them without a d20 roll? or is it only for searching?
The game is played by the people sitting at the table, not by the numbers and words on a piece of paper. The choices and actions of the player always take precedence.
some of those choices are made at character creation and level up... puttiing no ranks in search and have a -1 stat mod to it were all choises.


so full story. there was a room and we were pretty sure there was hidden treasure in it (a bed room and lots of reasons to think there was something here). 1 player had been playing with the DM for years. 1 player (me) was new to playing with this DM even though I had been playing D&D for a decade+.
1 player checked the bed, another the desk and me the closet. I describeding "Going through the close and looking for hidden panels, or anything out of place" (they each described there searches about as well) we were all told to roll. I got in the high teens, I was a rogue with a good stat and max ranks. I was pretty close to the best search check you can make. we all found nothing. So we started thinking 'outside the box' for spells and stuff... the low stat can't find his own hand character's player says 'na' I've seen this trick before I bet it's a portable hole' takes the bar out of the closet, looks in pulls out the portable hole... no roll.

why would that character know that trick? good question, because 2 campaigns before the DM did the same thing and no one found it and he told them later to prove how smart he was.

don't let me 'waste' points on things that no roll matters for.

same character also with a dump stat cha (although I think this was a no mod) could talk circles around everyone... cause the player was best friedns with the DM and knew how he thought.
 

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