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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="overgeeked" data-source="post: 9093005" data-attributes="member: 86653"><p>Absolutely. The interrupts killed all momentum.</p><p></p><p>It's more of a mid-to-high level problem than a low level problem. Too many options, as you say.</p><p></p><p>I think that has the problem backwards. It's not the "roll dice, add numbers, declare result" part that slows things down. As you say, it's the decision making combined with far too many options. Putting that in the hands of a computer would require AI and basically eliminate the player's only contribution to the game, i.e. deciding what their character does.</p><p></p><p>Trad vs storygames in the sense of how they're designed and the rules they use. Trad games like D&D are fundamentally designed differently than storygames like Masks: A New Generation. Looking at video games, it's easy to see that WoW and Disco Elysium or Journey are also designed fundamentally differently, with different mechanics and goals, etc. There can be story in D&D, sure. There's story in WoW, sure. But games designed primarily for story, with mechanics that reinforce that story and only that story, are different than more wide-open games. </p><p></p><p>I've never met one. Most seem to start new campaigns to run specific modules rather than level up the module to suit the PCs that already exist.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9093005, member: 86653"] Absolutely. The interrupts killed all momentum. It's more of a mid-to-high level problem than a low level problem. Too many options, as you say. I think that has the problem backwards. It's not the "roll dice, add numbers, declare result" part that slows things down. As you say, it's the decision making combined with far too many options. Putting that in the hands of a computer would require AI and basically eliminate the player's only contribution to the game, i.e. deciding what their character does. Trad vs storygames in the sense of how they're designed and the rules they use. Trad games like D&D are fundamentally designed differently than storygames like Masks: A New Generation. Looking at video games, it's easy to see that WoW and Disco Elysium or Journey are also designed fundamentally differently, with different mechanics and goals, etc. There can be story in D&D, sure. There's story in WoW, sure. But games designed primarily for story, with mechanics that reinforce that story and only that story, are different than more wide-open games. I've never met one. Most seem to start new campaigns to run specific modules rather than level up the module to suit the PCs that already exist. [/QUOTE]
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