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<blockquote data-quote="Sadrik" data-source="post: 5044379" data-attributes="member: 14506"><p>I think you have it backwards, it is impossible to implement this anywhere but a table top RPG. The people sitting around the table have an infinite number of options to draw from and a computer is a very finite number of options that it can draw from (whatever is programmed).</p><p></p><p>Of course, there are predetermined sites, plots and events linked to the background and story of the campaign setting. It is not like the PCs are in a void. Also the creativity of the GM is given ample room here to devise the best story, angle, hook, arc, thread, event or site that they can. </p><p></p><p>This stuff is not on the fly either, because you can develop something knowing your PCs backgrounds you can key a thread to one or all of them and all but force them to at least take a look at the thread. In a linear game you force them down that path, regardless of their story link or their choice.</p><p></p><p>Good random tables and good synthesis of those tables can really make life easy too. If you roll for a random event every day. When they come up, those events can be fit seamlessly into the story and in some cases they can enhance the overarching arc. Again this requires good synthesis of what is rolled and simply what the players do.</p><p></p><p>Additionally, you only track the stuff that matters, you are playing on a stage and you lift the curtain to what the PCs can see. You don't throw it back and let the players see everything. That would be as you say, "Impossible to implement". You only do what is possible and you make it work at whatever level of detail you can.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5044379, member: 14506"] I think you have it backwards, it is impossible to implement this anywhere but a table top RPG. The people sitting around the table have an infinite number of options to draw from and a computer is a very finite number of options that it can draw from (whatever is programmed). Of course, there are predetermined sites, plots and events linked to the background and story of the campaign setting. It is not like the PCs are in a void. Also the creativity of the GM is given ample room here to devise the best story, angle, hook, arc, thread, event or site that they can. This stuff is not on the fly either, because you can develop something knowing your PCs backgrounds you can key a thread to one or all of them and all but force them to at least take a look at the thread. In a linear game you force them down that path, regardless of their story link or their choice. Good random tables and good synthesis of those tables can really make life easy too. If you roll for a random event every day. When they come up, those events can be fit seamlessly into the story and in some cases they can enhance the overarching arc. Again this requires good synthesis of what is rolled and simply what the players do. Additionally, you only track the stuff that matters, you are playing on a stage and you lift the curtain to what the PCs can see. You don't throw it back and let the players see everything. That would be as you say, "Impossible to implement". You only do what is possible and you make it work at whatever level of detail you can. [/QUOTE]
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