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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="UngainlyTitan" data-source="post: 9091459" data-attributes="member: 28487"><p>I think there is an inherent tension between complexity and speed. It is not just math that slows the game down. In my experience options slow it down more. I play with some friends since college, nearly 30 years of gaming and their 3.x and 4e games were slower than their 5w game. 4e was particularly slow even though in my opinion the math was simpler but the number of options really slowed the game down.</p><p>Especially where players had to make decisions out of turn.</p><p>D&D has a particular issue here because there are things in D&D that are probably not good game design but are part of the identity of D&D.</p><p>I could see hybrid games where an app is used for task resolution becoming a thing. People are already using VTTs to present the gamestate, if they start to use the automation for task resolution. There are already (I believe dice that can report their results to the VTT via Bluetooth or WiFi.</p><p></p><p></p><p>I would see this remaining in the realm of video games unless hybrid or app based rpg become a thing. That said there is room in the rpg market for rules or at least GM advice as to running with small parties. Particularly D&D where 4 is the expected minimum.</p><p></p><p>I kind of object to the distinction between trad and story, the Hickman revolution has been a thing longer (or as long) as I have been involved in rpgs. I think that this is self-selecting in groups. A DM that only does open world sandboxes will struggle with players that cannot make their own fun in that environment. A DM that wants to run an adventure path with have issues with player that keep wandering off into the wilderness. They either talk out their issues and compromise or part ways.</p><p></p><p>Except for graphical fidelity I really do not see what video game has to offer here. The DMs that do this have been doing since whenever.</p><p></p><p>Same as the wide open world.</p><p></p><p>There is one very important distinction between save points/respawning and resurrection. In the case of the latter the world has moved on, the fight that was lost remains lost. Whoever killed you remembers killing you. With save point you can redo the fight again and again until you get it right and not just fights. I think I would prefer resurrection in the game than a save point mechanic.</p><p></p><p>Some DMs do dungeon scaling and some do not.</p><p></p><p>I don't know about video games but I think that a lot could be learned from boardgame design. Games like Arkham Horror are damn close to rpgs perhaps there is something to be learned from them.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9091459, member: 28487"] I think there is an inherent tension between complexity and speed. It is not just math that slows the game down. In my experience options slow it down more. I play with some friends since college, nearly 30 years of gaming and their 3.x and 4e games were slower than their 5w game. 4e was particularly slow even though in my opinion the math was simpler but the number of options really slowed the game down. Especially where players had to make decisions out of turn. D&D has a particular issue here because there are things in D&D that are probably not good game design but are part of the identity of D&D. I could see hybrid games where an app is used for task resolution becoming a thing. People are already using VTTs to present the gamestate, if they start to use the automation for task resolution. There are already (I believe dice that can report their results to the VTT via Bluetooth or WiFi. I would see this remaining in the realm of video games unless hybrid or app based rpg become a thing. That said there is room in the rpg market for rules or at least GM advice as to running with small parties. Particularly D&D where 4 is the expected minimum. I kind of object to the distinction between trad and story, the Hickman revolution has been a thing longer (or as long) as I have been involved in rpgs. I think that this is self-selecting in groups. A DM that only does open world sandboxes will struggle with players that cannot make their own fun in that environment. A DM that wants to run an adventure path with have issues with player that keep wandering off into the wilderness. They either talk out their issues and compromise or part ways. Except for graphical fidelity I really do not see what video game has to offer here. The DMs that do this have been doing since whenever. Same as the wide open world. There is one very important distinction between save points/respawning and resurrection. In the case of the latter the world has moved on, the fight that was lost remains lost. Whoever killed you remembers killing you. With save point you can redo the fight again and again until you get it right and not just fights. I think I would prefer resurrection in the game than a save point mechanic. Some DMs do dungeon scaling and some do not. I don't know about video games but I think that a lot could be learned from boardgame design. Games like Arkham Horror are damn close to rpgs perhaps there is something to be learned from them. [/QUOTE]
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[+] What can D&D 5E learn from video games?
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