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What D&D 4e Should Learn From World of Warcraft
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<blockquote data-quote="Clavis" data-source="post: 3986034" data-attributes="member: 31898"><p>The one thing D&D (and all tabletop and live-action RPGs) will always have over MMORPGs is in person social interaction. However much we want to pretend that interacting on-line is genuine social intercourse, it isn't. We don't know each other. All we know about each other is based on the content of our posts. We can't see each other's facial expressions, see each other's body language, or hear the subtle changes in voice pitch that convey feeling. We can't see what each other's wearing, or smell each other, or give and receive the thousands of small, unconscious signals that constitute genuine communication. Our bodies crave that kind of interaction, whether we are consciously aware of it or not. It's essential to our mental health.</p><p></p><p>I am NOT dismissing computer games. I love the Elder Scrolls series, for instance. I believe that D&D shouldn't try to do what computer games can do better. Instead, I think the game books should emphasize what computer games cannot do. The social aspect of a D&D game is part of that.</p><p></p><p>"Playing D&D" is as much about getting together, making jokes, eating food, drinking, flirting (if there's the appropriate mix of genders and sexual orientations) and using our imaginations, as it is about a rules set. If the rules are to be changed, they should be changed in ways that compliment the social aspect of D&D, and not distract from it. That's one way to lure the coveted and legendary female gamers into D&D, for instance. The one thing I really applaud WOTC for is the prominence they are giving to Shelly Mazzanoble's writings, which give voice to the understanding of D&D as a social activity, over and above any specific rules. As I've said before on these boards, most female players (for example) I've known barely care about the rules at all, and yet I've had some truly great, fun games roleplaying with them.</p><p></p><p>Tabletop and live-action games can easily survive, if the companies that produce them understand that they have already lost the war for tactical-style gaming. D&D will continue because everybody wants an excuse to down a few beers with friends and converse while pretending to lead lives much more exciting than are possible in our modern world.</p></blockquote><p></p>
[QUOTE="Clavis, post: 3986034, member: 31898"] The one thing D&D (and all tabletop and live-action RPGs) will always have over MMORPGs is in person social interaction. However much we want to pretend that interacting on-line is genuine social intercourse, it isn't. We don't know each other. All we know about each other is based on the content of our posts. We can't see each other's facial expressions, see each other's body language, or hear the subtle changes in voice pitch that convey feeling. We can't see what each other's wearing, or smell each other, or give and receive the thousands of small, unconscious signals that constitute genuine communication. Our bodies crave that kind of interaction, whether we are consciously aware of it or not. It's essential to our mental health. I am NOT dismissing computer games. I love the Elder Scrolls series, for instance. I believe that D&D shouldn't try to do what computer games can do better. Instead, I think the game books should emphasize what computer games cannot do. The social aspect of a D&D game is part of that. "Playing D&D" is as much about getting together, making jokes, eating food, drinking, flirting (if there's the appropriate mix of genders and sexual orientations) and using our imaginations, as it is about a rules set. If the rules are to be changed, they should be changed in ways that compliment the social aspect of D&D, and not distract from it. That's one way to lure the coveted and legendary female gamers into D&D, for instance. The one thing I really applaud WOTC for is the prominence they are giving to Shelly Mazzanoble's writings, which give voice to the understanding of D&D as a social activity, over and above any specific rules. As I've said before on these boards, most female players (for example) I've known barely care about the rules at all, and yet I've had some truly great, fun games roleplaying with them. Tabletop and live-action games can easily survive, if the companies that produce them understand that they have already lost the war for tactical-style gaming. D&D will continue because everybody wants an excuse to down a few beers with friends and converse while pretending to lead lives much more exciting than are possible in our modern world. [/QUOTE]
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