D&D vs. WoW

Aaron L said:
Vaguely amusing, as KOTOR was based on Sar Wars d20, and is turn based itself (kind of).


True, true, but at least the computer knows all the rules. :) It can adjudicate the D20 system covertly and quickly enough to make it feel RT.
 

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Quasqueton said:
What does table-top, face-to-face, pen-and-paper RPGing give a player that online, multi-player, computer RPGs don't/can't? Can/will these "features" ever get incorporated into computer RPGs?
Actual human contact. For all I know the lot of you online creatures are just part of an elaborate Turing Test.
 


davidschwartznz said:
Computer Roleplaying Games require the player to roleplay to the same degree that Action Video Games require the player to be active.

What MMORPGs lack most is the players' ability to affect the game world. Sure, you can kill the Big Bad Dude, but ther are fifty people lined up behind you waiting for their turn to kill him too. No matter what you do, your faction never gains or loses territory. However, given the massive numbers of people involved (it's right there in the acronym), I don't expect to see a dynamic MMORPG any time soon.

To be fair, the MMORPG where players infiltrated and then pulled off a coup within an enemy faction that essentially crippled it and made the players fantastically (in-game) wealthy and famous offered a level of in-game dynamism few pen-and-paper RPG groups, and no "living" RPG systems, could ever match. I believe this was in one of the sci-fi MMOs about a year or so ago? A fairly big deal at the time, because the victors lived and 'worked' with their victims for several months before stabbing them in the back.

I think eventually, MMORPGs could offer this level of interaction fairly easily, where you could (at least on your server), literally become the ruler of the virtual world not just for the DM-created NPCs but for thousands of other real players, too. Complete with coups, assassination attempts and massive doublecrosses.

Actually, a Dune MMO set up this way would be hugely cool, no? :D
 


I've never seen MMORPGs and PnP games as being in conflict. they are two seperate activities that I enjoy (like playing tabletop wargames).

What do MMORPGs have that PnP games dont? well the look and sound is probably the biggest part. so is being able to play whenever you like (not just whenever your buds show up... though the WoW end-game is very group dependent). What they lack is true interactivity with the game world... take tonight for example: I was in a group that killed Rend, an evil orc who claimed to be the real warcheif (part of an interesting quest chain) big bit right? well it would be if that wasnt the 8th time I've been in a group that killed him (curse you Brilliant Chromatic Carapace....). That sort of thing never happens in a PnP game, there is no "farming" for loot or gold and when you kill a bad guy he tends to stay dead (not respawn an hour later).

PnP games will ALWAYS have a flexability that programed games lack, as well as an intimacy with the plot that can never be present in an MMORPG.
 

MoogleEmpMog said:
To be fair, the MMORPG where players infiltrated and then pulled off a coup within an enemy faction that essentially crippled it and made the players fantastically (in-game) wealthy and famous offered a level of in-game dynamism few pen-and-paper RPG groups, and no "living" RPG systems, could ever match. I believe this was in one of the sci-fi MMOs about a year or so ago? A fairly big deal at the time, because the victors lived and 'worked' with their victims for several months before stabbing them in the back.

I think eventually, MMORPGs could offer this level of interaction fairly easily, where you could (at least on your server), literally become the ruler of the virtual world not just for the DM-created NPCs but for thousands of other real players, too. Complete with coups, assassination attempts and massive doublecrosses.

Actually, a Dune MMO set up this way would be hugely cool, no? :D
I agree, mmorpgs could eventually get there, but companies would have to settle for smaller servers and more dedicated programs. Instant dungeons would add to the dyanamic and several live in game masters would be cool per server. The problem comes with money and investment. DDO looks like a good step towards a more realistic experience. My brother, an mmorpg nut, is kinda of confounded and excited about it as it has nothing he is used to. Hes not use to wizards not being walking nuclear bombs nor is he use to concepts like true paladins and theives.
 


Shared Experience...

You can, to a limited degree, bring the MMO to the table top..

The LAN party has people with laptops (or for the really undaunted, you can use tabletop PCs... Requires way more patience to set up) around the same table, hub-linked and playing an MMO.

A really BIG LAN party can be a multi-room affair throughout the house (by then, some of the guests are hopefully on wireless).

It then becomes somewhat more of a shared experience, either to go NWN or EQ.

Happy Holidays
 

Me: "I am Gazeddor of Scarred Hill, a mighty barbarian, ready to slay monsters and win treasures across the land!"

Them: "hi u wnt trd items?"

Me: *shudder*

-TG :cool:
 

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