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Whats Wrong with Ganking CRPG Stuff???
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<blockquote data-quote="TwinBahamut" data-source="post: 3900742" data-attributes="member: 32536"><p>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 <em>always</em> 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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>I never argued that the options of a videogame were infinite. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</p><p></p><p>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 <a href="http://www.gamasutra.com/view/feature/1571/the_history_of_computer_.php" target="_blank">this link</a> (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?</p><p></p><p>Also, you are showing your own bias of D&D superiority here... I reject that entirely, myself.</p><p></p><p>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.</p><p></p><p>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 <em>has nothing to do with videogames</em>.</p><p></p><p>I think you are just leery of <em>change</em>, rather than the influence of videogames.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3900742, member: 32536"] 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 [i]always[/i] 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. 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. 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. 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 [url="http://www.gamasutra.com/view/feature/1571/the_history_of_computer_.php"]this link[/url] (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. 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 [i]has nothing to do with videogames[/i]. I think you are just leery of [i]change[/i], rather than the influence of videogames. [/QUOTE]
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