Best features in Pen and Paper VS. CRPG?

Len said:
1. Friends.

2. Friends who bring Dutch Apple pie. :)

Cleaned that up for you. ;)

Basically for me the fun comes from opening up a blank notebook and hauling out some graph paper and a monster manual and just creating.
 

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BlackMoria said:
Complete freedom of choice.

In computer RPGs, you can only do what the program allows. Very severe limitations on being able to do things (limitations of programming) and express your character in whatever fashion (again, limitations of programming)
...
Pen and paper RPG is collabrative story telling - you state what you want to do, the DM decides the outcome (sometimes with dice, sometimes not), you react to said information and everyone makes a story together (hopefully a fun and memorable one)

These two summaries say it best IMO. Especially the part about collaborative story telling.

Well said.

You just can't find that elsewhere. [[sighs and smiles a happy smile]]
 

Your character is important.

That is the number one reason. In Crpg's you really arent that important in the world. Don't update your account, it won't matter. Go on a 15 hour adventure, it doesnt move the world any. Your party today, you probably will never see today, and sure as heck there won't be much interaction beyond directions and /gl.

But, there are some drawbacks and I"m finding that those players whom like crpgs have a difficult time converting.

First there is far less action. A typical tabletop game will have 3 or 4 battles a game. Now, these battles will be far more exciting and epic than your typical 30 second fight in a crpg.

Second if you are in a bad group there's no pulling out the connection and waiting a while ot find another party, you have to build a relationship with the other players inside and outside. No you dont have to be serious friends with them, but you mustl earn how to communicate with them effectively.

Third, a ton of this game is imagination. This is why I havn't been able to convert my brother to tabletop, despite the fact that he loves the concept of tabletop rpg'n. He can't get over not seeing his character all the time. Some dms use minis and projecters (i do) to try to blend imagination with visual appeal.

Fourth you have to be more courteous. IN a crpg you got a script built into the text modifier that prevents your typing from typing over someone elses words. In the tabletop you have to wait your turn and there is not always asignal. You have to have a feeling for the game and know when you are getting too annoying.
 

What everybody else said ....Unlimited freedom, unlimited creativity, cooperative storytelling.... I think what results from all that stuff is the only type of game that can give you the feeling that you are a participant in a grand adventure within a collective fantasy world. At least when it's done well.

With single person CGs you are generally limted to small numbers of adventure paths and don't get to interact with real people or anything that behaves like a real person. In MMORPGs you have a large number of canned quests and monsters to fight, but they're the same for everyone, and nothing changes much. You can interact with people controlled avatars all you want, but the people controlling them seldom role play their characters.
 


1) Easy Customaziability. For example, I'm a great fan of System Shock 2, a CRPG from 1999. I know how to build weapons, creatures, objects, texts, sounds and even levels for that game (and Thief 1 and 2, as they have the same engine) - but it's complicated, time-consuming and limited by the game's engine. On the other hand, once I have an idea in my mind for, say, a new monster in a tabletop RPG, it is only a matter of jotting down a few stats and my descriptive ideas.

2) The Best Graphics You Could Ever Have - Human Imagination. No need for expensive and quickly-outdated graphic cards; no need to be limited by current technology. Describe your setting well, and your players will visualize it.

3) Freedom. No need to stick to the scripts (to the DM's dismay) - PCs could do ANYTHING (and suffer the consequences, ofcourse :)), and so could I.

4) You could play everywhere; the simpler the system, the easier it is. For D&D, all I need for a causual game session (once PCs are ready) are my notes and the three core books. More freeform systems need even less.
 

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