The perfect RPG

xechnao

First Post
Suppose someone made an rpg that it made amazingly good sense. So good that one would literally feel the sharing of the adventure with his friends as he would share it if it were real.

My question is if this experience could create psychological problems to the persons involved due to its competition with the experience of living real life, of living "the adventure" of reality.

Put it differently: would one ever need an rpg (whatever rpg) to understand anything regarding our reality?

Perhaps yes, in the case of an adherence to a rhetoric(or even mass media vision(tv-cinema)) that had the result of polarizing consideration regarding reality. Perhaps learning such an rpg could help balance out any extreme effects of exposure to such a rhetoric.

But beyond this very particular instance (supposing such instance indeed holds any merit) where could a positive utility of a (perfect) rpg be found?
 

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Rpgs are about the experience of sharing with people the confrontation of some kind of situation. Suppose that an rpg managed to do this so flawlessly that there was nothing to worry about regarding the functionality of the rpg itself. At this point playing the rpg is all about the confrontation mentioned above.

Why would people want to give their time playing the rpg instead of confronting their real life. What utility might be in doing so?
 


Why would people want to give their time playing the rpg instead of confronting their real life. What utility might be in doing so?

Note that we are talking about a role playing game. Emphasis on "game". It is a plaything, a diversion, an entertainment. Utility doesn't need to enter into it.

But, for that - in real life, I am not going to meet up with any dragons, or fly a starfighter, or bend steel in my bare hands, or what have you. Simple as that.
 

That's... like... so.... deep, man. Like, y'know? *cough cough* Hey, don't boggart all the cheezies, man!

***

Sorry, you just made me remember parts of high school better left forgotten. :)
 

My question is if this experience could create psychological problems to the persons involved due to its competition with the experience of living real life, of living "the adventure" of reality.
Dungeoncrack? Steam tunnels?

Nope. Hell if I know.
 

If RPGs evoked the same experience as "being there," they would cease to become games. Do I really want to know what it's like for my home village to be slaughted by orcs and to dedicate my life to exterminating them, only to discover I had become as evil and driven to destroy as enemies? PTSD or cool way to pass the afternoon, you decide.
 

Or what if we made reality more fantastical so reality became the fantasy. We would have to play RPGs about things like going to work in an office for 8 hours a day or having a crappy job and still getting mad you get fired from it.

No wait that's as dumb as the original idea.
 


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