Let me throw something else out--in addition to the obvious computer game benefits. Here it is...brace for it...
THE TREND TOWARD LACK OF STORY.
RPGs are only fun because they allow a person to enter worlds, scenarios, and stories that aren't available to them in the real word. The quicker this can be done, and the more emersive the experience, the better. This is why computer games have been kickin' regular RPGs butt lately.
Let me explain it another way. If someone attacks me, and I have a sword in my hand, what do I do? SWING. I don't grab my dice, calculate the thickness of my armor, calculate attack penalties and bonuses etc... AGAIN, I just swing.
I played D&D while I was growing up (in the '80), then I didn't play for about ten years. I was totally surprised, and disappointed, the first time I played with a group again. Why? Almost everyone (and it was a large group) was a Rules Nazi. Story and experience seemed to be second to "the rules" and "what the book says" and "3.5 versus 3.0". My attitude? Who cares! What are we? Warriors out on a campaign to save our women, or a bunch of computer nerds who want to spend all our time arguing about some stupid paragraph on pg. 97 of the Player's Handbook?
RPG systems and rules should be focused on only one thing: the enhancement of imaginative experience. Anything that doesn't do this and do it well should be axed. Writers and RPG system creators need to remember this--or maybe learn it for the first time. Right now, computer game creators are kicking butt in the verisimilitude department. Back to the basic I say. The more this happens, the more traditional deck-top RPGs can slow the loss of market share.
STORY OVER STRUCTURE.
Seems kinda obvious to me.
THE TREND TOWARD LACK OF STORY.
RPGs are only fun because they allow a person to enter worlds, scenarios, and stories that aren't available to them in the real word. The quicker this can be done, and the more emersive the experience, the better. This is why computer games have been kickin' regular RPGs butt lately.
Let me explain it another way. If someone attacks me, and I have a sword in my hand, what do I do? SWING. I don't grab my dice, calculate the thickness of my armor, calculate attack penalties and bonuses etc... AGAIN, I just swing.
I played D&D while I was growing up (in the '80), then I didn't play for about ten years. I was totally surprised, and disappointed, the first time I played with a group again. Why? Almost everyone (and it was a large group) was a Rules Nazi. Story and experience seemed to be second to "the rules" and "what the book says" and "3.5 versus 3.0". My attitude? Who cares! What are we? Warriors out on a campaign to save our women, or a bunch of computer nerds who want to spend all our time arguing about some stupid paragraph on pg. 97 of the Player's Handbook?
RPG systems and rules should be focused on only one thing: the enhancement of imaginative experience. Anything that doesn't do this and do it well should be axed. Writers and RPG system creators need to remember this--or maybe learn it for the first time. Right now, computer game creators are kicking butt in the verisimilitude department. Back to the basic I say. The more this happens, the more traditional deck-top RPGs can slow the loss of market share.
STORY OVER STRUCTURE.
Seems kinda obvious to me.
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