I'm A Banana
Potassium-Rich
Yes, you could. And, presumably, that would be you making the decision to do so, and it would be a decision that you and your group could change at any time during the game. In other words, your statement that you were going to run such a game would in no way mandate you to disallow PCs to change the status quo.
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However, for all that you might argue that cRPGs are RPGs, I doubt very much that you would run such a game, or that you could find players for such a game as a tabletop game. When people sit down to a role-playing game, they expect a bit more.
...well, THAT sounds pretty presumptuous and arrogant to me!
There's only a superficial difference between a re-spawning mob in WoW and two rolls on a random encounter table that specify the same creature twice. NEITHER really pays attention to some sort of self-sustaining ecosystem of monsters.
And PC's can change the status quo in CRPG's: they slay the boss, they save the world.
In a role-playing game, the NPCs are able to ad lib lines (through the DM) and respond to what the players say. They can also change their actions based upon what the players do. Since, in a role-playing game, there is an infinite number of things that the players can say, there is an infinite potential for responses.
Infinite potential is one of the differences between railroading and open DMing. Certainly, a DM who plays more to the open side is using the advantage that he's actually there to it's greatest potential. A DM who has a heavier hand might only allow character choice within a very limited region. Like Doug pointed out, a human DM can be even MORE limiting than a computer DM.
Of course, I also wonder how you can suggest that something that prescripts not only the adventure you can do, but also how you can respond to that adventure, as well as what lines can be spoken (or reacted to) by any part is "kind of" railroady.
It's railroading. The question is whether or not that's a problem. FFX was criticized for being too "linear," which is CRPG lingo for railroading, while a game like FFXII is largely considered to be open enough to have hours of fun in outside of the main plot, and FFXI spends MONTHS of time aside from the main storyline.
People enjoy non-linear gameplay just as they do in tabletop games, and more and more games are being able to deliver this. WoW does it quite well, in fact. Final Fantasy is one of those that has to balance a tendency to want to tell a good story with the idea that it's a game. It does better in some campaigns than in others.
If you cannot see the difference between unlimited potential in terms of actions, dialogue, decision making, and ad lib, as well as an unlimited potential to create lasting and meaningful change in the game environment, as opposed to simulating a player who has already prescripted the potential actions, dialogue, and decisions you can make, I doubt I can make it clearer.
I said there was a difference. I also said that aside from the obsessive hardcore fanbase, it doesn't matter to such a level as to require a distinction between TRUE and FALSE RPG's. So there's no reason for this thread to bother making a distinction, either, really.