Have computer games ruined table RPGs? I'm not talking about product vs. product, but rather the process, interaction and appreciation of people as they play the game.
As time passes, I'm seeing more and more references (here) to number-crunching, min-maximizing, strikeforce team tactics, and building new characters at higher levels. RPG character construction elements are becoming more like computer programing modules - plug in a new prestige class here, add a template there. ... It reminds me of the mouse click-click-click quick changes as you play a computer game. Maybe it's because within just a few minutes you can experiment with so many options on screen and that's being taken to the table with our friends. I don't know. I'm having a hard time clarifying a vaguely defined sense of change.
This might be more apparent to old-school gamers with many years of experience, and even the young pups among us who have the most creativity. Am I way off base?
As time passes, I'm seeing more and more references (here) to number-crunching, min-maximizing, strikeforce team tactics, and building new characters at higher levels. RPG character construction elements are becoming more like computer programing modules - plug in a new prestige class here, add a template there. ... It reminds me of the mouse click-click-click quick changes as you play a computer game. Maybe it's because within just a few minutes you can experiment with so many options on screen and that's being taken to the table with our friends. I don't know. I'm having a hard time clarifying a vaguely defined sense of change.
This might be more apparent to old-school gamers with many years of experience, and even the young pups among us who have the most creativity. Am I way off base?