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<blockquote data-quote="Doug McCrae" data-source="post: 4306191" data-attributes="member: 21169"><p>The distinction is much more blurred than is being made out. Crpgs are created by humans. The adventures, NPC dialogue and range of action have all been determined by a human, acting in much the same role as the GM in a ttrpg. And the state of the game isn't fixed, I can download patches, mods, even request a human programmer to write more content, create new maps. Which he may or may not do. So where are these 'hard and certain limits'?</p><p></p><p>And ttrpgs aren't unlimited at all. There are many, many constraints. The physical laws of the game world. The abilities of my PC. The game rules. What the GM thinks is plausible. What the other players want from the game. I would strongly question whether 'become a charcoal burner' is a real choice in 99% of games. I'm supposed to be an adventurer. Likewise if it has been agreed that all the PCs are to be good guys at the start or the other players and GM simply don't want to go in that direction with the campaign, I can't join the boss of the black tower. Again, the presence of others acts as a limit on my freedom.</p><p></p><p>If we're merely talking about potential, rather than actual freedom here - what might be possible in a ttrpg with the right players and GM and preparation - then crpgs have *exactly* the same freedom. If a game has been programmed to allow me to become a charcoal burner, whether at the start or subsequently then I have the freedom to do so. Obviously most crpgs won't let me do that. But neither will most GMs. So where is the distinction?</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4306191, member: 21169"] The distinction is much more blurred than is being made out. Crpgs are created by humans. The adventures, NPC dialogue and range of action have all been determined by a human, acting in much the same role as the GM in a ttrpg. And the state of the game isn't fixed, I can download patches, mods, even request a human programmer to write more content, create new maps. Which he may or may not do. So where are these 'hard and certain limits'? And ttrpgs aren't unlimited at all. There are many, many constraints. The physical laws of the game world. The abilities of my PC. The game rules. What the GM thinks is plausible. What the other players want from the game. I would strongly question whether 'become a charcoal burner' is a real choice in 99% of games. I'm supposed to be an adventurer. Likewise if it has been agreed that all the PCs are to be good guys at the start or the other players and GM simply don't want to go in that direction with the campaign, I can't join the boss of the black tower. Again, the presence of others acts as a limit on my freedom. If we're merely talking about potential, rather than actual freedom here - what might be possible in a ttrpg with the right players and GM and preparation - then crpgs have *exactly* the same freedom. If a game has been programmed to allow me to become a charcoal burner, whether at the start or subsequently then I have the freedom to do so. Obviously most crpgs won't let me do that. But neither will most GMs. So where is the distinction? [/QUOTE]
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