Slashdot Mirror


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."

22 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. One question... by Cyno01 · · Score: 5, Funny

    Where are the cheetos?

    --
    "Sic Semper Tyrannosaurus Rex."
    1. Re:One question... by Anonymous Coward · · Score: 5, Funny

      Graham: Galstaff, you have entered the door to the North, you are now by yourself standing in a dark room. The pungent smell of mildew emanates from the wet dungeon walls
      2: WHERE ARE THE CHEETOS?!?!
      Graham: They're right next to you
      Galstaff: I cast a spell
      2: Where's the mountain dew?
      Graham: In the fridge, DUH!
      Galstaff: I wanna cast a spell!
      2: CAN I HAVE A MOUNTAIN DEW?!?!
      Graham: Yes, you can have a mountain dew just go get it
      Galstaff: I can cast any of these right, on the list?
      Graham: Yes, any of the first level ones
      2: I'M GOING TO GET A SODA, ANYONE WANT ONE?!?! HEY GRAHAM I'M NOT IN THE ROOM RIGHT?
      Graham: What room?
      Galstaff: I want to cast MAGIC MISSILE
      2: THE ROOM WHERE HE'S CASTING ALL THESE SPELLS FROM!
      Graham: He hasn't cast anything yet
      Galstaff: I am though if you'd listen- I'm casting MAGIC MISSILE.
      Graham: Why are you casting magic missile? There's nothing to attack here.
      Galstaff: I... I'm attacking the darkness!

      (LAUGHTER FROM ALL)

      Graham: Fine, fine... you attack the darkness. There's an elf in front of you
      4: WHOA! That's me right?
      Graham: He's wearing a brown tunic, and he has gray hair and blue eyes
      4: No I don't, I have gray eyes
      Graham: Let me see that sheet
      4: Well it says I have... well it says I have blue but I decided I want gray eyes
      Graham: Whatever... Okay, you guys can talk to each other now if you want
      Galstaff: Hello
      4: Hello
      Galstaff: I am Galstaff, sorcerer of light!
      4: Then how come you had to cast magic missile?

      (LAUGHTER FROM ALL)

      Graham: You guys are being attacked
      2: DO I SEE THAT HAPPENING?!?!
      Graham: No, you're outside by the Tavern
      2: COOL, I GET DRUNK
      Graham: Sigh... there are seven ogres surrounding you
      Galstaff: How could they surround us? I had Mordenkainen's Magical Watchdog cast
      Graham: No you didn't!
      2: I'M GETTING DRUNK, ARE THERE ANY GIRLS THERE?
      Galstaff: I totally did! You asked me if I wanted any equipment before this adventure and I said no, but I need material components for all of my spells, so I cast Mordenkaiden's Faithful Watchdog.
      Graham: But you never actually cast it
      2: ROLL THE DICE TO SEE IF I'M GETTING DRUNK!
      Graham: Arghhhh... yeah, you are
      2: ARE THERE ANY GIRLS THERE?
      Graham: Yeah...
      Galstaff: I did though- I completely said when you asked me...
      Graham: NO YOU DIDN'T. You didn't actually say that you were casting the spell so now there's Ogres okay?
      2: OGRES? MAN, I'VE GOT AN OGRE-SLAYING KNIFE, IT'S GOT A +9 AGAINST OGRES!
      Graham: YOU'RE NOT THERE! You're getting drunk!
      2: OKAY, BUT IF THERE ARE ANY GIRLS THERE I WANT TO DO THEM!

    2. Re:One question... by ackthpt · · Score: 5, Funny
      Yeah, that's how I remember it too. Though on one occaision my brother was the GM and was really pissed that we spent an entire afternoon and part of evening running amok in a the town he expected us to just outfit in and get going. (instead we tried to rob the store, burglarize a house, my half orc [int of 5] was crawling down mainstreet under an overturned boat like Homer Simpson, burned a store and got half the party almost killed, it was fun :-) another time involved creative methods of interrogation with a pair of pliers.

      And people have to ask why we played those games. It wasn't for killing and treasure and shit, that's for sure. :-)

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:One question... by 33degrees · · Score: 5, Informative

      If any of you are scratching your heads, trying to figure out where this text is from, it's from Summoner Geeks.
      Figured I'd could save someone the trouble I just went through trying to figure it out...

  3. The problem is by timothv · · Score: 5, Insightful

    Problem is that D&D's number-crunching sucks and instead of focusing on giving the player a thousand numbers to concern himself with, it'd be better to make a fun game.

    1. Re:The problem is by Aglassis · · Score: 5, Insightful

      You said: " Problem is that D&D's number-crunching sucks and instead of focusing on giving the player a thousand numbers to concern himself with, it'd be better to make a fun game."

      Thats why the White Wolf games are so lax on numbers and vague on what some attribute to your ability will do. The point of a RPG is to role play, not to kill monsters and powergame. Unfortunately, most of the public thinks the latter is what an RPG is. It is painstakingly difficult to talk about a pen and paper RPG without others thinking your are a D&D powergaming freak. Its sad really, since RPGs are a great intellectual game. Once anyone focuses more on making the RPG compliant so that the numbers balance out, they've lost the point of the game altogether.

      --
      Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. It was time.--G. T.
    2. Re:The problem is by Aglassis · · Score: 5, Insightful

      You said: "Powergamers are role-players"

      This reminds me of an old problem that existed in Ultima Online. At one point the halberd was the best weapon for a fighter. Now if people were actually roleplaying they would probably pick weapons more suited to different fighting roles than the halberd which is a fairly exotic military weapon. You could probably expect some people to play knights using swords as their weapons, others as archers, etc. But did this happen? No of course not, everyone picked the halberd. Later when a game patch came out that made the kitana the most powerful weapon, did those people stay with the halberd? Nope. They jumped ship for statistical reasons.

      How is this roleplaying? How is knowing that your weapon will deal 2 points more of damage a turn on average versus a competitor the deciding factor for someone who wants to play a role as a knight (as an example)?

      Its powergaming, not roleplaying. Roleplaying is taking all the good and the bad of a character and making due with it. When you powergame, there is no role being explored; it more like fun with statistics.

      --
      Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. It was time.--G. T.
    3. Re:The problem is by Sloppy · · Score: 5, Funny
      How is this roleplaying? How is knowing that your weapon will deal 2 points more of damage a turn on average versus a competitor the deciding factor for someone who wants to play a role as a knight (as an example)?
      Why did Thulsa Doom, in his younger days, quest for the secret of steel? And then why did he change his whole strategy when he learned that flesh was stronger than steel?

      Because he learned. He wanted power, and he learned better and better ways to get it.

      Powergaming happens in the meta-game above real life. The guy who plays me, is probably explaining to his DM why the character switched to Python a few years ago. I can see it now, the DM says, "But Sloppy was into C! You're playing him wrong, you fucking munchkin, just to get a +2 on your programming roll." Then the player tries to explain that the character learned something about the relative values of programmer time vs compute time, but the DM shakes his head. "Sloppy is too dumb to learn," he says.

      The player complains, and the DM threatens, "Look, just shut up, already. I'm getting tired of this." But the player persists.

      Finally, the fed-up DM says, "That's it. Cthulhu appears and kills your character."

      Ok, Aglassis, I want you to think about what you did. You just got me killed in what we call "real life", and Cthulhu is now wandering around. Do you think anyone in the world is safe, now? Cthulhu is out, and you're going to die too. Way to go. I hope you remember that, when your player rolls up the next Aglassis. And ask yourself: who is the real munchkin? The guy who was trying to convince the DM that I could learn from experience to try to become more powerful? Or the narrow-minded DM who thought characters shouldn't adapt, and then in a childish tantrum, set Cthulhu loose on the world?

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  4. depends on your playing style by Anonymous Coward · · Score: 5, Insightful

    If you're mostly into Hack & Slash, then video game D&D is workable. In fact, it's been around a long time: Rogue was released in the mid-80's wasn't it? Man, I still love that game.
    But if you're mostly into grand sweeping epic storylines, or intricate political manipulative shenannigans, or just the camaraderies of hanging out at the gaming table, eating pizza & diet coke (or cheetos & Mt. Dew) and rolling dice and making bad puns or acting out like your character, then the computer version is very, very tame.
    I can handle both styles fine though. THey both have merits.
    BTW (off-topic) how many people still play older editions? I'm very much into old-school Basic/Expert D&D (those old boxed sets from 1981). That's what I started out with back in the day, and it's what I keep going back to for some reason. I know the new editions are technically better, but I just don't like 'em that much. *shrug*

  5. 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.
  6. For success... by ackthpt · · Score: 5, Funny

    For success they must roll at least an 18

    --

    A feeling of having made the same mistake before: Deja Foobar
  7. 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.

  8. Major Problem by DumbWhiteGuy777 · · Score: 5, Funny

    It still doesn't tell how Advanced Dungeons and Dragons is different from regular Dungeons and Dragons. I've asked around and no one knows. I'm starting to think nerds just made it up to sound smart.

    "I'm playing Dungeons and Dragons."
    "Oh yeah? I'm playing ADVANCED Dungeons and Dragons"

    1. Re:Major Problem by wmacgyver · · Score: 5, Informative
      If I remember correctly, the evolution of the whole D&D series started with the Basic D&D set. (I'm not counting Chainmail ruleset, which I feel is still a wargame.) My Basic D&D set was a red box, it even came with dice and crayon for you to fill in the numbers. In this rule set, Elf is a character class, not a player race. Elf played very similar to Fighter/Mage for those of you that cared. There were 5 such sets. Basic(1-3), Expert(4-14), Companion(15-25 levels), Master(26-36 levels), and Immortals(37+).

      AD&D came after that, it was published in 1978 as three hardcover books: Player's Guide, Dungeon Master's Guide, and Monster Manual. It's a format that's follow even to this day. Various player race were introduced, and the rules were changed so that races are no longer classes.

      Then came AD&D 2nd edition in 1989. For a while, they went to a 3 ring binder format for you to keep track of all the monsters, which drove me crazy. It may have been a good idea for adding new monsters, but pages tear and fall out all the time.

      D20, or D&D 3rd edition, returned to the original Dungeon and Dragon name. The changes are quite drastic compare to any of the previous editions of D&D/AD&D.

      The most recent release is 3.5E, which was last year. (2003)

      For a history of D&D/TSR, take a look at here

      The core of D20 is also published here as a set of rtfs.

  9. 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.

  10. Actually... by SkOink · · Score: 5, Informative

    If any of you are scratching your heads, trying to figure out where this text is from, it's from Summoner Geeks.
    Figured I'd could save someone the trouble I just went through trying to figure it out...


    The sketch in question was originally done by a comedy group called the Dead Alewives, an improv troup based out of Milwaukee whose webpage now seems to be defunct. The Summoner Geeks clip as linked above was actually a hidden feature in the computer/PS2 game Summoner, which could be accessed by pressing ESC (X) during the credits. The original Dead Alewives version had a very amusing intro, which was cut in the Summoner Geeks flick.

    The audio is, however, preserved in its entirety in a flash animation called 8bitDandD.

    --
    ---- I'll take you in a Hunt deathmatch any day.
  11. Re:Using long words gets me +5 Insightful by Anonymous Coward · · Score: 5, Funny
    BTW, I'd like to just point out that I haven't touched a P+P game since I was 12
    Last year must seem like a long time ago eh?
  12. D&D wasn't based primarily on Tolkien's work by lsw · · Score: 5, Informative


    The article states that the main base for D&D wasn't Tolkien, but actually was Jack Vance's Tales of the Dying Earth.
    If you read the novels it now looks like someone wrote that book with the D&D player's guide in front of him. All the funny magic items and weird magic system comes from there. While everyone agrees that Tolkien (and his Inklings group of which CS Lewis was also a member) had a great influence on fantasy, in this case it was Vance's fault :-).

    PS the article also fails to give credit to Dave Arneson (hope got the name right) as a co-creator.

    be seeing you

    --
    Ironclad Security only exists when you have Chuck Norris on the shift. Do we really have to discuss this? (Plutonite)
  13. Re:I'd disagree by geekoid · · Score: 5, Insightful

    not true anymore.

    They designed the system so that you quickly get to about 8th level, and in 40 hours, you could get to 20th, reasonably.
    However, level pails compared to a good, challenging, and exciting adventure.

    Hell, if you played for 40 hour, only gained 3 levels, but had a kickass time playing, wouldn't that be alright?
    The goal of the game should nopt be to make the character as high level as possible.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  14. 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.

  15. 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.