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<blockquote data-quote="El Mahdi" data-source="post: 4594892" data-attributes="member: 59506"><p>I have to admit, I find the objections a bit puzzling also.</p><p> </p><p>RPG's essentially inspired, if not outright created, the RP videogame in the first place. From the very first computer RP game I played (I'm going to seriously date myself here), a tape drive loaded game using X's, O's, and basic lines for rooms (all programmed in basic), with the action completely described through text:</p><p> </p><p>You enter a room.</p><p>You encounter an Orc.</p><p>>attack in progress< (this is where you sit for 30 seconds and watch your O and the monsters X occasionally blink)</p><p>You have defeated the Orc. (or not<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" />)</p><p>You have found 3 GP. (or not<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />)</p><p> </p><p>...then you move on to the next "set of lines" room.</p><p> </p><p>I really don't see the problem with video games influencing or providing inspiration for RPG's. It's kind of a cirlce of life thing.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>Now, I understand how RP video game scenarios and options are extremely limited when compared to a pen and paper RPG. There's just no way a video game can have the infinite choices and options of a game played essentially in ones imagination. But, if an RPG adventure plot becomes as limiting as the example edit: <em>three posts above</em>, that's not necessarily because of a bad influence from video games, as it is just bad adventure design by the author or DM.</p><p> </p><p>I've heard some say that the Skill Challenge sub-system restricts players and DM's to just exactly this. However, I don't agree. I'll admit that it seems, up to this point, that's what a lot of the new 4E adventures are doing - but again, I feel that's more bad adventure design and a failure to use the system to it's full potential, rather than poor system design or bad influence from video games.</p><p> </p><p>There's been a lot of design discussion about skill challenges lately. I think it was one of the harder concepts to grasp since it does require some practice in order to design and run. But I feel that it will improve as authors and designers start to realize the systems full potential. Although I'm sure some will always continue to under utilize it.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4594892, member: 59506"] I have to admit, I find the objections a bit puzzling also. RPG's essentially inspired, if not outright created, the RP videogame in the first place. From the very first computer RP game I played (I'm going to seriously date myself here), a tape drive loaded game using X's, O's, and basic lines for rooms (all programmed in basic), with the action completely described through text: You enter a room. You encounter an Orc. >attack in progress< (this is where you sit for 30 seconds and watch your O and the monsters X occasionally blink) You have defeated the Orc. (or not:eek:) You have found 3 GP. (or not:() ...then you move on to the next "set of lines" room. I really don't see the problem with video games influencing or providing inspiration for RPG's. It's kind of a cirlce of life thing.;) Now, I understand how RP video game scenarios and options are extremely limited when compared to a pen and paper RPG. There's just no way a video game can have the infinite choices and options of a game played essentially in ones imagination. But, if an RPG adventure plot becomes as limiting as the example edit: [I]three posts above[/I], that's not necessarily because of a bad influence from video games, as it is just bad adventure design by the author or DM. I've heard some say that the Skill Challenge sub-system restricts players and DM's to just exactly this. However, I don't agree. I'll admit that it seems, up to this point, that's what a lot of the new 4E adventures are doing - but again, I feel that's more bad adventure design and a failure to use the system to it's full potential, rather than poor system design or bad influence from video games. There's been a lot of design discussion about skill challenges lately. I think it was one of the harder concepts to grasp since it does require some practice in order to design and run. But I feel that it will improve as authors and designers start to realize the systems full potential. Although I'm sure some will always continue to under utilize it. [/QUOTE]
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