How does internet gameing differ from tabletop?

Play by post is much slower paced (the equivelent of a few rounds a week). It does make some things easier, especially for the DM.

Crothian is right, a certain energy and excitement level is just not there. But it can be very convenient. I like it as a break from (during) work. The same reason I like Enworld.
 

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I've played literally hundreds of RPGA games online, using AOL Instant Messenger. (The group I've played with has thrown around the idea of using OpenRPG, but, by all accounts, it's got a steep learning curve, and some of our regular group (myself included) aren't very tech-savvy, or are playing behind corporate firewalls, which can be challenging.)

It's not a perfect replacement for face-to-face play, by any means, but it's a reasonable alternative, IMO. The folks I've seen who've tried it and don't like it tend to just not like spending an evening sitting at the computer anyway.

Yes, typing is slower than talking. Most RPGA modules are written to fit in a 4-hour convention slot; we find that most of them take 6-7 hours to play online (and that's with the DM having a "cracked" version of the module PDF, allowing him to cut-and-paste boxed text). Typically, we'll plan to play a module over the course of two weeknight evenings, playing for 3 or so hours each night.

We generally don't use a battle map, though there are a few occasions when a combat's too complicated to go without. In those cases, we usually use a numbered / lettered grid. Works OK, though that's a place where a dedicated online gaming program, like OpenRPG or Fantasy Grounds really has an advantage over AIM. It's the combat-intensive modules that seem to play the slowest.

We have quite a lot of role-playing, but then, we usually play with a core group of players that all know each other, and have fun RPing together.

One thing that we do find problematic is when you get into a "question and answer" session with an NPC. Players can type in questions rapid-fire, and it buries the DM. Some DMs in our group have to rein the players in a bit on those.

AIM has a diebot, but it's notoriously fickle, and some of the programmers in our group claim that it's not really random.
 

Flexor the Mighty! said:
But Neverwinter Nights, as opposed to say OpenRPG, you are still limted by the limitations of what actions the program will allow aren't you? I find it a great game, but not a substitute for tabletop games with GM's dicating what is and isn't possible. YMMV of course.
.

Depends.

Most non-combat actions can be handled just like you would with OpenRPG, ie roleplayed and with appropriate skill checks. Social skills are obvious, but you can also run skills such as rope-use and climb walls too using the DM client. Climb the wall into the second story window---pass the check and the DM pops you into the second story of the structure even though there is nothing in the NWN engine supporting such an action. Out-of-combat spells work the same way.

In combat, things get less clear. Most DMs prefer to let combats in NWN flow realtime because the combat engine is pretty good and it resolves the battles fast so you can get on with the roleplay. A battle requiring 2 hrs to resolve in tabletop might take 5-10min in NWN max. However, a few DMs pause the game every round and allow the players to play the combat like a tabletop game, ie they can talk and plan and taunt the baddies, etc. It does, however, drastically slow down combat.

Finally, even though you are in a 3d environment with sounds, a good NWN DM, like a good tabletop DM, is critical in describing the scene. The difference is since the main scene is there, the DM can focus on describing how particular characters might perceive the scene, and give individual (and quite different) tells to the cleric, the dwarf, and the PC with a very high spot.

Here is a link to a guide to out-of-the-engine DMing in NWN: http://dmfi.slightlysilly.net/modules.php?name=Content&pa=showpage&pid=6
 

afrorooster said:
How does combat change? Is it more descriptive because your typeing, instead of say being able to use diffrent tones of voice and such?
No.

Is general roleplaying better?
Most people add more details to what they are doing, but I find it goofy, and most of the time only describe what I'm doing when it's relevant.

Is it as much fun?
No, but for me it is necessary unless I want to play once per two months. If you are playing a chatroom-based game, however, the difference is minimum.
 

Satori said:
This sounds really foolish, but I've already checked the "Gamer Classifieds"...where would one go to find an online group looking for players?

I'm currently recruiting players for the World's Largest Dungeon via OpenRPG. If this interests you, send me an email. wld@jjtone.com
 

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