Henry
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TwinBahamut said:I can only imagine two different ideas that a tabletop RPG can take from a videogame: rules and inspiration for settings, plots, and characters.
Don't forget imagery and memes, too. Along with specific game rules (such as mana or feats) there is also the imagery of such influences. Remember the backlash over impossibly huge swords in fantasy art of the early 2000's? A lot of detractors traced that back to good ol' Cloud Strife from FF 7 (the game that made me buy a Playstation, btw). And don't forget that with multiplayer RPGs like World of Warcraft and Everquest, there comes the imagery of "d00d, buff me!!!", "my alt toon is a 70 lock!!!" and "U can 50000g for just $349!!!" Say "video game" to a lot of tabletop players, and these are some of the negative images that come to mind for them.
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.
Honestly, I couldn't tell you, but my thought is that it is in part due to the connotations I mentioned above. Note also that "video game," dumbing down," and "for the kiddies" are phrases that are all usually drug out at the same time.
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.
Humans might get stuck if a player pulls an off-the-wall action, but they'll get stuck FAR less than a computer will. You can find a decent GM for far cheaper than you can find a computer game programmed for nearly anything off the map -- at least, for now.

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.
That obvious, huh?

I totally agree with video games evolving from D&D, but why would taking inspiration from video games be an evolution? Maybe I'm shortsighted, but I can't see video games adding a lot of variety to RPG's -- rather computer RPGs seem to strip out the best parts of tabletop innovations and put them to best use in its medium. Per-encounter resources certainly didn't come from computer games, and neither did mana points or feats, to my knowledge. There may well be some innovations that originated from computer games alone without first starting at the tabletop, but I can't think of any.
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.
I agree, which is why I said if they start getting into tabletop games, it's time to take a step back and say "whoa, Nelly."
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.
If I were leery of change, I'd be playing AD&D still.

3E was cool as heck seven years ago; it was bright, promising, and expanded areas that 2E had really seen no innovation in, with additions from other RPGs that had some great ideas. If a computer game has a good idea, I'm all for it; but it needs to be a good idea, rather than just being a good idea because it worked in lots of computer games.