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The Problem with 21st century D&D (and a solution! Sort of)
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<blockquote data-quote="pemerton" data-source="post: 5486372" data-attributes="member: 42582"><p>I don't know the board games well enough, but I think they might be a bit too focused on meaningless combat for my taste.</p><p></p><p>The imagination component I think is important for an RPG is the idea that the player is controlling a PC who is his/her primary vehicle for engaging the gameworld. To use some Forge terminology, it's about exploring a shared imaginary space.</p><p></p><p>Now, because computer games can support this pretty well, I think I would want to add something to make the proto-RPG special, namely, the idea that what is in that space, and how it reacts, <em>is responsive to the way that the players - using their PCs - engage with it</em>. So if the game is an exploration game, it's very sophisticated and responsive exploration. Or - if as I prefer to play - the game is not primarily an exploration game, but uses exploration as a means to a different end, then the gameworld and the way it unfolds and responds reflects that other end (in my case, the expression of thematic concerns).</p><p></p><p>I don't know enough about board game design or play to know how this might be done. I do know that a game like Talisman - even quite sophisticated Talisman - isn't going to cut it.</p><p></p><p></p><p>This may be true, but I don't want my RPG to be a game where the narrative is not a part of the play (which is the problem with Talisman, or with even flavour-heavy CCGs). What makes it an RPG is that play involves engaging the unfolding narrative - the shared imaginary space.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5486372, member: 42582"] I don't know the board games well enough, but I think they might be a bit too focused on meaningless combat for my taste. The imagination component I think is important for an RPG is the idea that the player is controlling a PC who is his/her primary vehicle for engaging the gameworld. To use some Forge terminology, it's about exploring a shared imaginary space. Now, because computer games can support this pretty well, I think I would want to add something to make the proto-RPG special, namely, the idea that what is in that space, and how it reacts, [I]is responsive to the way that the players - using their PCs - engage with it[/I]. So if the game is an exploration game, it's very sophisticated and responsive exploration. Or - if as I prefer to play - the game is not primarily an exploration game, but uses exploration as a means to a different end, then the gameworld and the way it unfolds and responds reflects that other end (in my case, the expression of thematic concerns). I don't know enough about board game design or play to know how this might be done. I do know that a game like Talisman - even quite sophisticated Talisman - isn't going to cut it. This may be true, but I don't want my RPG to be a game where the narrative is not a part of the play (which is the problem with Talisman, or with even flavour-heavy CCGs). What makes it an RPG is that play involves engaging the unfolding narrative - the shared imaginary space. [/QUOTE]
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The Problem with 21st century D&D (and a solution! Sort of)
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