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What can Table Top RPGs Learn from Computer Games?
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<blockquote data-quote="MGibster" data-source="post: 7566456" data-attributes="member: 4534"><p>The influence of table top role playing games on computer games is undeniable. In the 1970s students played text based games like Dungeon which gave way to games with simple graphics on monochrome screens like pedit5. These games were heavily influenced by Dungeons & Dragons which was first produced in 1974. And the trend continued into the 1980s with the Ultima series, the Gold Box series by SSI which produced D&D games under license from TSR, and Wasteland and in more recent years we have Dragon's Age, World of Warcraft, and Diablo. </p><p> </p><p>But what influence have video games had on table top role playing games? D&D 4th edition took a page from MMORPGs and gave each class a specific role to play during combat with strikers, leaders, defenders, and controllers. While 4th edition wasn't my cup of tea, I really liked how the rules gave everyone a specific role to play no matter the type of encounter. World of Warcraft isn't going to have my mage character sit around doing nothing while the Warrior and Shaman have all the fun and neither did D&D 4E. What are some other lessons table top RPGs could learn from computer games?</p><p></p><p> I learned something fairly valuable from the Star Wars the Old Republic MMORPG. Even at the earliest levels of the game the quests your on feel rather important. You're not clearing out a basement full of rats your doing things like affecting the balance of power on a war torn planet, establishing your character as the apprentice to a Darth, or defeat a corrupted Jedi. Even at lower levels, players should feel as though their characters are doing something worthwhile.</p></blockquote><p></p>
[QUOTE="MGibster, post: 7566456, member: 4534"] The influence of table top role playing games on computer games is undeniable. In the 1970s students played text based games like Dungeon which gave way to games with simple graphics on monochrome screens like pedit5. These games were heavily influenced by Dungeons & Dragons which was first produced in 1974. And the trend continued into the 1980s with the Ultima series, the Gold Box series by SSI which produced D&D games under license from TSR, and Wasteland and in more recent years we have Dragon's Age, World of Warcraft, and Diablo. But what influence have video games had on table top role playing games? D&D 4th edition took a page from MMORPGs and gave each class a specific role to play during combat with strikers, leaders, defenders, and controllers. While 4th edition wasn't my cup of tea, I really liked how the rules gave everyone a specific role to play no matter the type of encounter. World of Warcraft isn't going to have my mage character sit around doing nothing while the Warrior and Shaman have all the fun and neither did D&D 4E. What are some other lessons table top RPGs could learn from computer games? I learned something fairly valuable from the Star Wars the Old Republic MMORPG. Even at the earliest levels of the game the quests your on feel rather important. You're not clearing out a basement full of rats your doing things like affecting the balance of power on a war torn planet, establishing your character as the apprentice to a Darth, or defeat a corrupted Jedi. Even at lower levels, players should feel as though their characters are doing something worthwhile. [/QUOTE]
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