Whats Wrong with Ganking CRPG Stuff???

Scribble said:
I'm probably going to get blasted for this one... But who cares! :P

What's wrong with stealing ideas from CRPGs?

If CRPGs have cool powers and attacks and classes and stuff, why not steal the idea and add some D&D to it?

It's not the powers and abilities in my mind that make a table top RPG better in my opinion. It's the human element.

Table Top RPGs (essentially) do the exact same things CRPGs do. Just with a TTRPG you have the ability to do anything. (Ostensibly.)

If there are neat powers and ways of doing things in CRPGs why not emulate them in RPGs? Obviosuly people like them, why not give people what they want in D&D style?

I argued this point a while back...the "too video-gamey" crowd shot me down quick...don't expect them to change their minds.
 

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Henry said:
And to counterpoint:

Indeed, it has less to do with rules, and more to do with perceptions. The original question was about taking ideas from CRPGs, not just rules. The more you take from CRPGs, the more possibility that you begin to restrict what makes tabletop fun in the first place -- the social component and the "collaborative chaos."
I can only imagine two different ideas that a tabletop RPG can take from a videogame: rules and inspiration for settings, plots, and characters. I don't see how rules can possibly affect D&D in negative manner, and inspiration is always a good thing. As such, I don't understand your argument at all. You are going to need to elaborate on this a lot more.



One cannot take the "anti-CRPG" backlash in a vaccuum -- it often goes hand-in-hand with the debates on "DM as final authority" versus "taking the DM out of the equation." When people get in arguments about rules minutiae because everything is so spelled out, and then people see a peek behind the curtain where Aggro rules were, at the least, briefly, tested for D&D 4e to give guidelines on who a monster should be upset with, it causes that same dread that the designers are listening more to the people who want to reduce DM involvement as much as possible than they are to the people who want DMs to have more involvement with the rules decisions at the game table.
In other words, people are just using electronic RPGs are a scapegoat/buzzword in a fight about other debates about preference in DMing style. In this case, can you clarify why it is videogames that are the problem, instead of "he is playing the game like it was a movie" or "he is running the game like it was a book"? Videogames are far more open-ended and flexible than those mediums, yet people on these boards love taking ideas from books and movies, but hate videogame inspirations. It seems nothing more than an unjustified prejudice to me.

(As an aside, no matter how many mods and rules changes to a computer game, without at least one real-time GM handling rules problems and player decisions, it will always be finite.)
I never argued that the options of a videogame were infinite. :) I just said that they compared to a game of D&D in openness. You see, so long as a game of D&D is run by a human being with finite inspiration and preparation time, and is playing for a group of people with certain preferences, characters, and limits on inspiration, a game of D&D is just as finite as anything else in possibility. You would need a game of D&D being run by omniscient beings in order to get an infinitly open experience.

And while boardgames and wargames were more finite than RPGs, it's what RPGs grew OUT of, not into. In my opinion, it would be a regression, not an advance, to make Tabletop RPGs too much like computer RPGs.
Your logic contradicts itself in these two sentances. D&D evolved out of boardgames and boardgames, but videogames evolved out of D&D. If you want a good demonstration of this claim, check out this link (make sure to check out all three parts of that article). As such, wouldn't D&D taking inspiration from videogames be an evolution, rather than a regression?

Also, you are showing your own bias of D&D superiority here... I reject that entirely, myself.

I'm personally all for seeing designers grab a neat idea from a computer game - maybe it's a monetary system, or maybe it's a cool power that would make a great feat or spell. But I can definitely see that if D&D ever started talking about "monster spawning points," or "aggro rules," or "how to handle monster trains," I'd say it needs to put on the brakes and stop the insanity. :D As it is, even the per-encounter resources shift, though fun too, makes me a bit leery, as it changes a very important assumption in-game about pacing and strategy that's been around since 1974.
Of course, monster spawn points, aggro rules, and monster trains are all artifacts of a particular subset of videogames, and exist because of the requirements and problems of the medium itself, rather than being something that would ever be ported over to a different medium.

The per-encounter shift, though, is something that has absolutely nothing to do with videogames, and has everything to do with making a change based on the particular needs of D&D as its own medium. There is no preference among videogames for per-day or per-encounter balancing. I can name many videogames that use either or both of those different systems, and make them work well. However, per-day balancing is something that creates balancing problems in D&D campaigns that are not built around dungeon exploration (like every one I have ever played in), and from what I hear, disrupts the flow dungeons just as much. Meanwhile, per-day balancing works great in videogames, because the game design can enforce the dungeon as a setting, and prevent the kind of abilities which would lead to abuse. As such, the movement towards per-encounter balancing has nothing to do with videogames.

I think you are just leery of change, rather than the influence of videogames.
 


Jinete said:
The quest cards seem to me like something that brings D&D closer to the second way of dealing with the villain.

Err... no.

Here's a sample quest card:

QUEST: Fell the big oak in the King's courtyard, and get him a well that would hold water the whole year round.

REWARD: Marry the princess and gain half the kingdom.


And another:

QUEST: Learn the name of the dwarf who wants the Queen's child before three days are up.

And another:

QUEST: Get the One Ring to Rivendell.

Cheers!
 

Mourn said:
D&D was innovative in the 1970s. It fell behind the RPG market in terms of innovation and development because it didn't even approach rule consistency until 3rd Edition.

Fell behind? No other RPG has ever had the popularity of D&D. Only Vampire came close, it that was only because it's subject matter was just sexier and the game could attract an audience of Goth girls. People who cared about innovative and consistent rules were always a very small percentage of the total RPG market. That's why GURPS is a TINY game compared to D&D. From what I've seen over the course of 23 years gaming, most people just want to hang out and have fun pretending to be barbarians, and don't care at all about the specifics of the rules.
 

Eh it depends on what you are ganking. Some things are so obviously bad for a pen and paper game it makes you question the judgment of the designers who even tried it out.

For example(with hyperbole included) if during the testing of 3e we hear that they were playing Balders Gate and they noticed that there wasn't a climb skill, flight or heck 3 dimensions and how that streamlined play so they wanted to test what it would be like to have 3e without 3 dimensions because it would make it a quicker and smoother playing game. But upon testing they realized it closed to many logical options and decreased enjoyment of the game.

Would people go well you know I'm glad they tested that, its good to try things out, or would people be saying Whiskey Tango Foxtrot if you are even testing that your judgment is so bad I can't trust the final product.

The line where people say Whiskey Tango Foxtrot varies form person to person, for some testing agro mechanics crossed that line for others it didn't.

If all they stole were some powers, skills, and spells I doubt people would complain that the incinerate spell from WoW was in with its conflagarate spell combo.
 

Clavis said:
Fell behind? No other RPG has ever had the popularity of D&D.
The question is if it's popular because it's the best, or it's popular because it's the lowest common denominator.

This is anecdotal, but everyone I know, aside from one or two, plays D&D because everyone else knows D&D and therefore it's the easiest to find players.

And just because it's "popular" does not mean that the system of D&D is "Innovative". There are systems that do what they are designed to very well, and there are some systems out there that could be said to be Better, from a system design standpoint, than D&D.

I don't mean to say that D&D is just for uncultured swine; I play it, after all. But to say "There's no system that is more innovative than D&D because D&D has more players" is a misnomer. It's like saying Windows is better than Mac or Linux because there are more Windows users.

D&D will always remain simply because it has the most numbers.
 
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Ahglock said:
Some things are so obviously bad for a pen and paper game it makes you question the judgment of the designers who even tried it out.
One thing I've discovered is that at least half the time someone says something is "obviously" bad, it isn't. We had cries that the Mystic Theurge would destroy the games they were allowed in. The same thing with the Warlock. Time has shown that they weren't game destroyers except maybe in some very specific campaigns.

How did we determine this? By playing them and testing them to see if they caused problems. I want designers that will test something and see how it works. I don't want designers who look at a suggestion and say "that's obviously not going to work, don't bother with it."
 
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Rechan said:
I don't mean to say that D&D is just for uncultured swine; I play it, after all. But to say "There's no system that is more innovative than D&D because D&D has more players" is a misnomer. It's like saying Windows is better than Mac or Linux because there are more Windows users.

D&D will always remain simply because it has the most numbers.

I never meant to imply that "more popular" was in any way equivalent to "innovative". What I meant was that "innovative" may be largely irrelevant. Few people play any system because it's "innovative". Some do, but most don't. All that matters for most people is whether the game is fun or not.

Ultimately, my point is that D&D could have used a streamlining, but never needed a redesign to make it more like games that are a much less popular. If innovative rules mattered at all, D&D would have lost its entire player base long ago. Even if D&D only keeps its player base because of brand recognition, that just proves that rules (whether innovative or stagnant) don't really matter to a game's popularity at all. Unless the rules make the game totally unplayable, of course. D&D was never unplayable.
 

Rechan said:
So what is it about "you might want to write down when you get a potential story award opportunity" offends you?

Okay. I'll give it a shot.

If the players are making their own cards where they are writing down what their characters goals and motivations are, then I admit this can work. Also, I'm happy that it is only going to be listed as an optional rule (though it probably shouldn't be included at all.) Also, I admit many other elements of CRPGs can work in RPGs. To not totally turn this into a disagreement that is irrelevent to the main topic of this thread, I'll go back to CRPGs.

In a CRPG a stardard quest might be to "kill the leader of the tribe of orc raiders". The game may require you to do so in order to get to a further point, or it may just give you a reward. If the game is well written there may be other options (planescape Torment sometimes had many clever ways to complete a quest) but there will be finitely many and these will all have been thought out by the creators of the game.

In an RPG the DM may have an idea of sending them on a quest to "kill the leader of the tribe of orc raiders". This can be written on a card. The most likely consequence is that the players will go into the situation thinking they have to kill the leader of the tribe of orc raiders since this is what the DM told them they should do. I honestly do believe that having the card with the quest written on it is going make them less likely to think up different options.

In an RPG there aren't only a few set ways to do something. Perhaps someone is going to stop the orc raiders in a different way, without ever killing their leader. Maybe they can negotiate, or lead them elsewhere, or find a way blackmail the leader, or something completely different that I can't predict. The players deserve to be able to take a role in deciding the outcome by inventing options that you won't have in a CRPG and that the DM didn't think about ahead of time and write down on a quest card.

Writing down "If you do X you'll get Y reward" doesn't encourage creativity amongst the players for dealing with a situation. If story awards are to be included then the DM should be just as likely to give an award for doing something he didn't expect (that satisfies the motivations of the PCs and that the DM deems worthy) as for doing the specific action that was written on the card.
 

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