Bloodsparrow
First Post
I played some serious amounts of FFIX let me tell you. I also grew up playing games like Zork (and other Infocom Games) as well as Riddle of the Sphinx, Zelda, Ultima Exodious, DragonWarrior, Text MUDs, and on and on. I didn't start playing actuall Face to Face, Table top RPGs until I was 18. And I was very very "Videogamey" in my first session.
Whenever the DM mentioned ANYTHING, I would automaticly want to fiddle with it. You know how in a game, if something is ment to be interacted with it sorta stands out? Or in a text game like Zork, only the really importent stuff is described in serious detail? I was totally in that mindset and it took a little while to know that I didn't have to fiddle with every little thing... But the thing was that I could fiddle with every little thing. As opposed to say, Monkey Island, where I could only fiddle with the poisoned meat and the deadly parana puppies.
Playing Monkey Island on a computer, there's only one way around the deadly parana puppies, feed them the poisoned meat you've been lugging around with you for about a quarter of the game, trying ANYTHING else will result in a "you can't do that with those". But playing Monkey Island as a "Meatspace" RPG, there are billions of ways to deal with those yapping little terrors.
And I don't think anybody can argue that the settings of games like FF are bad, or that the genre itself is bad. (How bad can it be when it brings new people like you to help keep our hobby alive?
)
But, when you're sitting at a table, with your dice, a pad, and a pencil, you want choises. And a CRPG (computer or console) doesn't always provide that. Not that it's a terrible thing in a video game, it's something we've come to expect, and improvements are being made in that regard, but a CRPG has to end sometime. Where as lack of freedom is a bad thing in a table top RPG, and it only has to end when people stop being able to get their schedules in order.
Whenever the DM mentioned ANYTHING, I would automaticly want to fiddle with it. You know how in a game, if something is ment to be interacted with it sorta stands out? Or in a text game like Zork, only the really importent stuff is described in serious detail? I was totally in that mindset and it took a little while to know that I didn't have to fiddle with every little thing... But the thing was that I could fiddle with every little thing. As opposed to say, Monkey Island, where I could only fiddle with the poisoned meat and the deadly parana puppies.
Playing Monkey Island on a computer, there's only one way around the deadly parana puppies, feed them the poisoned meat you've been lugging around with you for about a quarter of the game, trying ANYTHING else will result in a "you can't do that with those". But playing Monkey Island as a "Meatspace" RPG, there are billions of ways to deal with those yapping little terrors.
And I don't think anybody can argue that the settings of games like FF are bad, or that the genre itself is bad. (How bad can it be when it brings new people like you to help keep our hobby alive?

But, when you're sitting at a table, with your dice, a pad, and a pencil, you want choises. And a CRPG (computer or console) doesn't always provide that. Not that it's a terrible thing in a video game, it's something we've come to expect, and improvements are being made in that regard, but a CRPG has to end sometime. Where as lack of freedom is a bad thing in a table top RPG, and it only has to end when people stop being able to get their schedules in order.
