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Are Video Games Ruining Your Role-playing?
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<blockquote data-quote="overgeeked" data-source="post: 8559953" data-attributes="member: 86653"><p>Quoting relevant text from other threads...</p><p></p><p>It’s like the part of the epiphany was lost along the way. When most people learn about RPGs they have a moment when they realize they can try anything and manipulate the environment as if their character were a real person living in that world. Now people coming to RPGs mostly seem to think the breakable stuff should be different colors or the quest giver should have a question mark over their head or the map should have an arrow pointing the way. They don’t interact with the world, they interface with the rules.</p><p></p><p>The answer isn't on your character sheet. The game isn't "I make a perception check. 16. What do I see?" The game is the conversation between the DM and the players. The game is "You enter the dank cavern and see..." The rules are there to facilitate interacting with the world, the rules aren't the world. Interacting with the world <em>is</em> the game.</p><p></p><p>I run a 5E West Marches game and I've had specific "video game" problems pop up. </p><p></p><p>In response to another poster mentioning players simply plowing on to the next quest...</p><p></p><p>The players got the rumor, asked which way to go, and headed off. Didn't ask a single question of a single NPC beyond, "Which way?" It wasn't until a few days later in game when the PCs were about to die in a swamp surrounded by zombies that the players said, and I quote, "Maybe we should have asked more questions back in town."</p><p></p><p>In response to the same poster mentioning players thinking every problem they could possibly face was a perfectly balanced combat encounter waiting to be brute forced...</p><p></p><p>The players stumbled across a demigod and I sign-posted that the thing was wildly, wildly beyond their ability to handle, what with them being 1st level and all...but the second there was something to swing at, the PCs started swinging.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8559953, member: 86653"] Quoting relevant text from other threads... It’s like the part of the epiphany was lost along the way. When most people learn about RPGs they have a moment when they realize they can try anything and manipulate the environment as if their character were a real person living in that world. Now people coming to RPGs mostly seem to think the breakable stuff should be different colors or the quest giver should have a question mark over their head or the map should have an arrow pointing the way. They don’t interact with the world, they interface with the rules. The answer isn't on your character sheet. The game isn't "I make a perception check. 16. What do I see?" The game is the conversation between the DM and the players. The game is "You enter the dank cavern and see..." The rules are there to facilitate interacting with the world, the rules aren't the world. Interacting with the world [I]is[/I] the game. I run a 5E West Marches game and I've had specific "video game" problems pop up. In response to another poster mentioning players simply plowing on to the next quest... The players got the rumor, asked which way to go, and headed off. Didn't ask a single question of a single NPC beyond, "Which way?" It wasn't until a few days later in game when the PCs were about to die in a swamp surrounded by zombies that the players said, and I quote, "Maybe we should have asked more questions back in town." In response to the same poster mentioning players thinking every problem they could possibly face was a perfectly balanced combat encounter waiting to be brute forced... The players stumbled across a demigod and I sign-posted that the thing was wildly, wildly beyond their ability to handle, what with them being 1st level and all...but the second there was something to swing at, the PCs started swinging. [/QUOTE]
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