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General Tabletop Discussion
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Weaknessess of Computer RPGs
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<blockquote data-quote="Argonel" data-source="post: 2593096" data-attributes="member: 30344"><p>Modern computer games are very good at showing the action so you don't have to imagine every axe swing. They can also show the confusion of combat where a single attack action might be several swings of a weapon and include a lot of minor movement that isn't shown on a battlemap. This can also be done when playing tabletop but being able to see it greatly compresses the description needed. Unfortunately this is rare in both tabletop and computer games.</p><p></p><p>The other strength of computer games is that they track the rules and 'crunch' of a situation very well. In a computer game you don't have to worry about tracking how long a spell lasts, situational bonuses such as higher ground, or synergy bonuses from skills. Unfortunately this also means that they lose on the 'fluff' aspects unless the programmers specifically planned them in advance. </p><p></p><p>Tabletop allows rulings on the fly for actions that are interesting and fun but may not be in the rules. (throwing skulls that do 1 point of damage and cause the target to be shaken anyone?)</p></blockquote><p></p>
[QUOTE="Argonel, post: 2593096, member: 30344"] Modern computer games are very good at showing the action so you don't have to imagine every axe swing. They can also show the confusion of combat where a single attack action might be several swings of a weapon and include a lot of minor movement that isn't shown on a battlemap. This can also be done when playing tabletop but being able to see it greatly compresses the description needed. Unfortunately this is rare in both tabletop and computer games. The other strength of computer games is that they track the rules and 'crunch' of a situation very well. In a computer game you don't have to worry about tracking how long a spell lasts, situational bonuses such as higher ground, or synergy bonuses from skills. Unfortunately this also means that they lose on the 'fluff' aspects unless the programmers specifically planned them in advance. Tabletop allows rulings on the fly for actions that are interesting and fun but may not be in the rules. (throwing skulls that do 1 point of damage and cause the target to be shaken anyone?) [/QUOTE]
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