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The Trouble With Using D&D Rules In Videogames?

An anonymous reader writes "There's a new article on kuro5hin.org about the trouble with porting pencil and paper RPG games (such as d20 3.5) to RPG video games. One such rules-snatching video game is examined, The Temple of Elemental Evil. The article is also an introduction to a new RPG Standards Compliance system that is currently under development and will be online soon, in hopes of bridging the gap between computers and those lovable PnP evenings we all enjoy."

20 of 503 comments (clear)

  1. I'm not really into D&D stuff by Anonymous Coward · · Score: 5, Interesting

    But I believe Knights of the Old Republic uses this sort of system internally. It's mostly hidden from the user (unless they choose to view it), and I had no problems playing the game. In fact, it was quite enjoyable. A good mix, I'd say.

  2. I have an Informative +9, Troll Slayer! by PakProtector · · Score: 3, Interesting

    I've been playing P&P RPGs for a long time. I started in 1992, with my dad, when I was 7, playing AD&D Second Edition. Played that till Third Edition came out. I've been playing Shadowrun on and off for about 4 years. I've also played lots of CRPGs that used D&D Rules. NWN (The Version that used to be on AOL), NWN (by Bioware), Unlimited Adventures, All the Eyes of the Beholders and their many Kin (27 Beholder-Kin, if I remember) and what not. I've not played Temple of Elemental Evil, though I did see the Beta at GenCon. It seemed buggy then, too. But NWN has hit it dead on. It's an excellent game based off the rules (Based. Not entirely kosher. Think about some of the feats) and I like it alot. It's better than Unlimited Adventures. We've never had it so good.

    --

    Edward@Tomato - /home/Edward/ man woman
    man: no entry for woman in the manual.
    "Qua!?"

  3. Temple of Elemental Evil is SO BAD by myowntrueself · · Score: 5, Interesting

    not because of the AD&D rules being ported to a CRPG, but because;

    1. It is extremely bug-ridden. Really *really* badly bug ridden. And abandoned too. No more patches. The publishers just don't care; they have made their money back already. Atari *suck*.

    2. The designers appeared to have taken the original p&p module and turned it into a game with very little 'fleshing out'. Normally, when a DM buys a module and runs it as a game, they treat it as a framework. In TOEE all we get is the framework.

    As an example of just how bad it is, a single rogue character can finish the game in about 30 mins with very little levelling up; all sneaking outside of combat is 'take 20'.

    Every action you need to perform, every item you need to find to complete the game can be done from stealth (except one and that only leads to a non-combat dialog). If you know where to go and what to pick up the entire game can be completed with no combat. Period. Normally that'd be a good thing (eg the original Fallout, which can be completed *almost* without combat, by a 'talker'). But here, in ToEE, its only because theres no real storyline.

    However, the ToEE game engine is potentially *awesome*; it faithfuly implements the AD&D rules. There is very little problem in this regard.

    --
    In the free world the media isn't government run; the government is media run.
    1. Re:Temple of Elemental Evil is SO BAD by limpdawg · · Score: 4, Interesting
      That is entirely incorrect. At this time the second patch is being prepared to be released and the publisher still supports the game. Secondly it is not as badly bugged as you think. The game does have issues with some computers but on mine I didn't experience a lot of the problems people have complained about.


      The game is intended to be played with a party not a single character. If you know what you are doing, sure you can avoid combat and not have any fun, but if you're playing the game to have fun then don't do the things that cause you not to have fun. If you make a full party that's good at combat then you can complete the end by going through the elemental nodes. If you bypass them then you bypass a good bit of story in the game. Just because beating them isn't necessary to beat the game doesn't make them superfluous.

      --

      Nascantur in Admiratione. (Let them be born in Wonder)

  4. Did anyone actually use all the rules? by Ritorix · · Score: 5, Interesting

    I played a good bit of pen-and-paper D&D back in the day. I remember ignoring most of the rules and dice rolls entirely. The biggest rule, was that all the rules were optional. D&D was about having a good time.

    In computer games, the rules sometimes get in the way of the fun (see TOEE). Your character is more a collection of numbers than a person. Sure, you could play pen-and-paper like that too, but you would have to be pretty anal.

    1. Re:Did anyone actually use all the rules? by steveha · · Score: 3, Interesting

      I used to read Dragon magazine, and there would be all these cool rules about how to calculate how far you could jump, or whatever. Calculate how much weight you have, index with your strength score, adjust for difficulty, yada yada yada.

      My friends and I came to the conclusion that the game just slows down too much when you do all that. It's better just to say, "that's a hard jump, it's -3, so try to roll your Dexterity minus three." We played actual combat according to the rules, but pretty much everything else was rolling against statistics, possibly at a plus or minus.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
  5. The real trouble with using D&D rules in video by NSash · · Score: 5, Interesting

    The whole idea of using tabletop RPG rules for video games is silly. Tabletop RPGS are designed in every way around the fact that the you can only generate random numbers by rolling dice, and human beings have to resolve everything: what made Rolemaster (or "Rollmaster" as we called it) intolerably slow in person would be completely invisible in a video game.

    Tabletop RPGs today go out of their way to avoid rolling too many dice and looking up results on too many tables (things that are trivial for a computer). What makes games in person fun (aside from, you know, playing with other people) is the ability of the GM to improvise, which is essentially an AI-complete program. Thus, you end up with dungeon-crawls like "Temple of Elemental Evil," where the player's choices can be limited to the extent that it's possible to plan for most of them. (Or, you get a game like Neverwinter Nights, where - despite goods scripting - you bump against the artificiality of the world at every turn.)

    Unfortunately, the article chooses to talk about AI bugs, scroll menu bugs, and other things that are entirely unrelated to the choice of the D&D ruleset.

  6. The problem with TOEE... by Lord_Slepnir · · Score: 4, Interesting
    The problem with Temple of Elemental Evil is that they have yet to release a patch to fix the 'boring'.

    seriously, though. It's a great engine. I love how you can either roll characters or do the good old point buy. What I dont' like is that the story line is terrible.

    On the other side of the coin in NWN. It's a dated game engine for sure, the mechanics are an edition ago, but on the other hand, the story line in the single player is absolutly awesome. The second expansion, Hordes of Underdark, is probally the best game experience that I've ever had in my life. The characters (Aribeth especially) were very well done. The main enemy, Mephostopheles, was actually scary. No angst-filled BS like a lot of other games. None of that 'he was a good person gone bad' crap. He was just plain evil.

  7. Re:Gygax? by wmacgyver · · Score: 3, Interesting
    Basic D&D was published in 1977. If you accept that Chainmail is close enough to be an RPG, then Gygax wrote his first RPG in 1969.

    Which RPG system do you have in mind that predate this?

  8. Re:Mature and robust by canadian_right · · Score: 4, Interesting
    Having actually implemented AD&D rules in a commercial video game (way, way back in 1989) , I can say that the rules SUCK for computer implementation. There are special cases and exceptions to everything. Evey look at the "Turning Dead" table? The original rules listed monsters from the MM only - all monsters from other books would say something like "turn like a skeleton", or "turn like a wight".

    AD&D is agreat system for role playing with a bunch of friends around a table while eating junk food - it is not a great set of rules for a computer game. My favorite implementation is BioWare's Baldur's Gate.

    --
    Anarchists never rule
  9. Will getting closer make games more fun? by re-Verse · · Score: 4, Interesting

    I have have a couple of thoughts on this:

    1. First of all, there are a couple things about the D&D ruleset that trouble me - example: last time I played, there was nothing about size of an enemy effecting chance to hit. Throwing a knife at an enemy 12 feet side should be notably more likely to hit than an enemy 4 inches wide. Unfortunately, its not... according to D&D rules. I think games should concentrate more on Logical game rules incorporating whatever rulesets seem fit that also support a logical view of a gaming universe. There is no reason to religiously attach ourselves to a ruleset that may be imperfect, just as ancient astronomers tried to attach themselves to a view of the universe that rotated around the earth. Imperfect concepts Must be improved upon. Its evolution.

    2.In D&D, a DungeonMaster had at least a little room to embellish. A newbie who isn't a jerk and isn't incredibly stupid probably won't be instantly killed if a good DM is hosting the game. Their gameplay will lead them further in to the game, teaching them and immersing them in the action, like how a teacher of Go will open a students eyes through a game on the board. Computers aren't there yet, even Neverwinter Nights, which was supposed to send pen&paper to obscelence, somehow missed. There is an empathetic human nature with proper D&D that hasn't been replicated with video games yet - and it may still take a while to happen.

    The K5 article makes a good point about people being able to exploit a game, but can't exploit a DM for too long. I'm not sure if a game could ever become smart enough to sense when its rulesets are being tampered with and then adjust accordingly... but if it could, it would be a massive step forward out of the cookie-cutter solutions we find in so many games today.

  10. Re:Gygax? by Thanatopsis · · Score: 3, Interesting

    The Bronte Sisters (Charlotte & Emily & Anne) - They developed an active role playing system with character generation, a rudimentary success/failure system with dice and a story master. Of course no one else on the planet played their game so they didn't invent it in the way Gary did.

  11. Spot on... by Cyno01 · · Score: 3, Interesting

    There's also a second part to it, another round after school at the Brown Deer High (where my mom used to work, dead alewives are local for me) D&D club, one of them brings his girlfriend, hilarity ensues. Its probably avalable on p2p, thats where i got it, the DAs advocated getting their stuff there on their site since most of their cds are out of print.

    --
    "Sic Semper Tyrannosaurus Rex."
  12. d20 D&D would be easier to implement in a CRPG by CapeBretonBarbarian · · Score: 5, Interesting

    I have to wonder if the writer of the article has ever really played D&D d20 (3.0 or 3.5) or AD&D/D&D from previous iterations. I suspect, given the tone early on in, that he was blinded by his personal gaming political prejudice.

    The latest incarnation lends itself very easily to implementation on a computer. Heck, we've been toying with converting an old LPmud to d20 because for the first time the D&D has a standardized machanic that can be more consistently implemented.

    The author even goes on to state that d20 fails to take a standard approach in monster/character creation. Clearly the autlor has no clue what he's on about. d20 applies the same ruleset to everything. You want to play a Minotaur sorceror. No problem. You want to play a goblin barbarian. No problem again. Heck, you want to play a half-dragon assassin, you can do that. Now try doing that with earlier versions of D&D. Good luck coming up with a standard approach.

    If there is one complaint I do have about d20 D&D it is that it feels too much like a computer game. The rules are so clear on everything now, that it all feels too structured. I find that the game is geared more towards the video game generation and less to those of us who prefer role-playing.

  13. No troll here. Thanks for... by freeBill · · Score: 5, Interesting

    ...saying what should have been obvious to everyone.

    This guy has no clue about RPGs (computer or otherwise). He doesn't know the history of roleplaying games. He doesn't understand Gygax's contribution. He uses buzzwords to hint at computer knowledge, but uses them in such a nonsensical manner as to suggest he's trying to get revenge on geeks for the jokes they've played on social science journals.

    I mean, look at this quote:

    "...these rules have to be interpreted by a computer server client, which leads to many standards violations from a programming standpoint."

    What the heck does that MEAN? I mean, know a little about client-server architectures (having written an engine designed to power a server for a game which uses such an architecture) and I have no idea what he means by "server client." All clients have to have a server, but no client is a server. So "server client" is either redundant or contradictory. And in what sense is Temple of Elemental Evil a client? I thought it was a stand-alone CRPG which played on your home computer. And, even if it was a client in some sense, what would client-ness have to do with intepreting rules. Every time I have tried to port an RPG from paper to computer (quite a few times, both successfully and unsuccessfully since I first tried it with Traveller in 1979), "intepreting rules" was the job of the programmer. And how would that lead to "standards violations" from any standpoint, let alone a programming standpoint?

    Please...

    The subject of this article is of intense interest to me. As I said, I have been facing the issues of porting RPG rules to computers since 1979. My first RPG was published by a major publisher in 1982. I've been playing CRPGs since they first came out. I want an intelligent article to be written on the subject so we can all discuss something that is obviously of interest to many of us. But this is not that article.

    The author makes some statements about Troika's development of ToEE. Maybe we could learn something from some of them. But how can we assume they have anything to do with the game's actual development, when they're surrounded by pure gibberish? What's his source for this inside information about the development? (Assuming we can figure out what is being said among all the buzzwords. I'm not even going to try to figure it out until I have some reason to believe it would be worth trying.)

    --
    Eternal vigilance only works if you look in every direction.
  14. Re:I'd disagree by cei · · Score: 3, Interesting

    The original Wizardry from Sir-Tech software had a great spell system, if I recall correctly. And I seem to remember Ultima IV also using a component based system. In both of these cases you really did customize the strengths and weaknesses of your characters. Building a balanced party was key. The little bit I've played Baulder's Gate and Neverwinter Nights doesn't really get me back to that same sense of putting my own spin on the adventure unfolding before me.

    --
    This sig intentionally left justified.
  15. Is this the gamers fault. by mo^ · · Score: 3, Interesting

    Totally agree with your point here, but raised one question for me..

    Would these types of games be easier to prduce were gamers less demanding of sophisticated graphics and dialogue?.

    Something that produces text based storylines and conversation with a modern grpahical front end for enrything else would surely be easier to customize. People can "say" things from a large base of phrases, and the elimination of a character actor for each NPC would make this much less work.

    im sure this could be worded better, but you get what i mean

    --
    bah!*@%!
  16. Re:depends on your playing style by Minna+Kirai · · Score: 3, Interesting

    This is easily the best CRPG made in the last 15 years of computer gaming, and has a plotline so deep it's humbling.

    Not exactly. There is a difference between "plotline" and "backstory". PS:Torrent has much backstory, but little in the way of actual plot that occurs while you are playing.

    The storyline is revealed as you play, but is out of your control (since it already happened, and the protagonist is just recovering from his amnesia). Not much different from how most computer games present their story.

  17. Wow... by whisper_jeff · · Score: 3, Interesting
    Given how Slashdotters pride themselves on being well-informed geeks, I'm stunned at how much ignorance regarding the d20 System/D&D is being exhibited in this discussion. And in posts that are being rated 5, no less... We hate it when non-geeks make ignorant comments so why do we do the same thing?

    Further, while it would be nice to think that the mechanics under the hood can make or break a game (because it would mean the work of game-system designers is really that damn important...), the reality is that it's the ability and work of the game designers. KotR demonstrates that a d20-controlled video game can be stellar. And there are other examples that prove that d20-controlled video game suck. It has next-to-nothing to do with the use of the d20 System as the engine for the game and everything to do with the skill of the game designers.

  18. Notes from an old school D&D-er by fudgefactor7 · · Score: 4, Interesting

    D&D 3E (and 3.5E) have come a LONG way from their humble roots, and for the most part have fixed every stupid-ass idea to choke the genre except hit points.

    This is an artificial mechanic that never worked well. Never. Green Ronin, for their Mutants and Masterminds game (a superhero d20 game) eliminated hit points in favor of a "Damage Save": if you make the save (like any other save) you take no damage, fail and take damage in various levels.

    This totally fixed the HP problem, and works well for a superhero system--the problem lies in taking that idea (simple as it seems) and applying that mechanic to the fantasy element. The result is usually characters dying faster than before--which may even be more "real to life".

    Levels, to an extent, are also broken; but they're such a mainstay of the genre that eliminating them from D&D altogether would be damn-near impossible--and unwarranted. Such a thing could kill the player-base. Players like levels, it's almost like dick size to them.

    For a MMORPG how they handle these two things is key. The rules weren't written for computers at all--they were written for a GM and players. No matter how many CPU cycles you put into it, a computer will never "out imagine" a human. Thus you get canned effects and hard-coded plot points that need to be met.

    I'm kind of amazed that it works at all, actually.