FireLance
Legend
While I don't necessarily agree that we need to change the name of the game (and especially not from "Roleplaying Game" to "Storytelling Game"
), I do agree on one point: table-top games have got to focus on their strengths instead of trying to copy the strengths of online games, and need to deliver a value proposition that capitalizes on those strengths. So what can't online games deliver (yet) that table-top games can? Off the top of my head (and please correct me if I'm wrong, since I'm not very familiar with online games):
1. Ability to permanently affect the game world.
2. Flexibility in character creation and advancement beyond a limited menu of choices.
3. Ability to introduce player-created content into the game world (related to the two points above).
4. Flexibility in character action and objectives beyond a limited menu of choices.
I think the difficulty will be coming up with a table-top game with these as explicit design goals, and actually implementing them through the fallible hands of thousands of DMs.

1. Ability to permanently affect the game world.
2. Flexibility in character creation and advancement beyond a limited menu of choices.
3. Ability to introduce player-created content into the game world (related to the two points above).
4. Flexibility in character action and objectives beyond a limited menu of choices.
I think the difficulty will be coming up with a table-top game with these as explicit design goals, and actually implementing them through the fallible hands of thousands of DMs.
