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Have computer games ruined table RPGs?
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<blockquote data-quote="ThoughtBubble" data-source="post: 1435220" data-attributes="member: 9723"><p>I ran one of those campaigns once. There were seven or eight major myths that played throughout and against each other during the course of the game. Each person in the game was important and unique, and each decision mattered.</p><p></p><p>Everyone in the group was a writer or an actor or both, and it came through. We typically played to raise the drama and everyone did their best to create a good story. This game consumed us though. We met 2-3 times a week, and on the days that we wern't playing, a couple of us were writing myths for the game. Given a few general guidelines, we'd go and write the stories of the major heroes who were remembered in the world. The moments when my players saw connections from the little details of the writing they did to the game at hand was wonderful. I still miss that game...</p><p></p><p>Now, as much as I love the Baldur's Gate series (and my love for PS: Torment is greater) I think you're giving them too much credit in this case. They are very well crafted (the ending sequence to each game was especially wonderful), but you're still connecting key story point to key story point throughout the game. Between story points you can wander a little, but each major event HAS to be hit, you cannot avoid going to certian places. The games, by their very nature, do railroad you. Fallout, on the other hand, was sheer brilliance in the array of options and methods of completion offered (I'm going to go through this time as a brainy talkative type and skip most of the story points). Of course, most of the dialog was pretty dry and there was almost no character interaction. </p><p></p><p>But frankly, with only one player I could make a pretty darn intricate, detailed and deep storyline while presenting a vast and dizzying array of choices. Especially if said player is willing to let me take actions for him whenever I need to and put words in his mouth. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1435220, member: 9723"] I ran one of those campaigns once. There were seven or eight major myths that played throughout and against each other during the course of the game. Each person in the game was important and unique, and each decision mattered. Everyone in the group was a writer or an actor or both, and it came through. We typically played to raise the drama and everyone did their best to create a good story. This game consumed us though. We met 2-3 times a week, and on the days that we wern't playing, a couple of us were writing myths for the game. Given a few general guidelines, we'd go and write the stories of the major heroes who were remembered in the world. The moments when my players saw connections from the little details of the writing they did to the game at hand was wonderful. I still miss that game... Now, as much as I love the Baldur's Gate series (and my love for PS: Torment is greater) I think you're giving them too much credit in this case. They are very well crafted (the ending sequence to each game was especially wonderful), but you're still connecting key story point to key story point throughout the game. Between story points you can wander a little, but each major event HAS to be hit, you cannot avoid going to certian places. The games, by their very nature, do railroad you. Fallout, on the other hand, was sheer brilliance in the array of options and methods of completion offered (I'm going to go through this time as a brainy talkative type and skip most of the story points). Of course, most of the dialog was pretty dry and there was almost no character interaction. But frankly, with only one player I could make a pretty darn intricate, detailed and deep storyline while presenting a vast and dizzying array of choices. Especially if said player is willing to let me take actions for him whenever I need to and put words in his mouth. :p [/QUOTE]
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