Masks in the Woods
John Tynes, a tabletop RPG developer well-known for work on products for Pagan Publishing and Wizards of the Coast, has a piece in this week's Escapist about the power of the tabletop roleplaying experience. He compares it to the experience of roleplaying in a Massive game, and finds it lacking. From the article: "There is no golden age here. There's just another group of players who tried to tell some stories and couldn't bend the tools to their will. The tools even made things harder in some cases - as in the contentious area of IC vs. OOC chat. Endsong says the guild started with local chat being in character. But more and more members switched to using voice communication via TeamSpeak. If you thought roleplaying online via text messages was a challenge, try it with a headset." Please note - this article contains some disturbing descriptions. No sarcasm, reader beware.
I've never tried anything like what is described in Once in a while a game comes along that changes everything - Eve Online the article but it sounds interesting. Does anyone else have similar experiences to share?
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Certainly the number of people playing as Trolls should make for lots of completely believable communication.
Don't disappoint your bird dog. Go to the range.
I will start off by saying I'm one of those guys who actually wears a mask in the woods, and plays a game that involves mock combat / sparring using padded weapons. When I saw the title of this article, that is what I thought it was about. It's a shame that they don't even touch on it. (Disclamier - I had to skim TFA, I'm at a work computer and some of the graphics on the site are not... office friendly.)
/cry. Good RP is actually feeling a lump in your throat as you see a zombie (actually a player in makeup) shamble towards you, knowing it won't stop just because you ran out of it's spawn range. And truly memorable is when your S.O. scares the holy crap out of you by simply smiling on a dimly lit woodland path. The fact that you didn't know she was there, she's a Dark Elf in all black, on a moonless night, and all you can see is her teeth and fangs adds to the atmosphere. (I'd like to see a Night Elf try that online.)
;-)
I do agree that Role-Playing is much easier to do at the tabletop than online, or on a PC. I've been playing Tabletop RPGs since I was 10, over 20 years ago. In the past 5 years, that has given way to Live Role-Playing Games (Also know as Live-Action RPGs, or LARPs), where there is no tabletop, but everything is acted out in real-time. Some times it's in a hotel room, some times it's in a whole hotel, and sometimes (my favorite) it's on a campgrounds, where you have a large expanse of outdoors to play in.
Don't get me wrong, WoW is fun - but it's not RP in my mind. RP is watching your best friend (acting the part of) breaking down in tears in a dramatic scene, live - not using
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Obviously, pencil-n-paper RPGs are so incredibly superior to MMORPGs, that doesn't need to be discussed. But the author should compare apples to apples (fantasy PnPRPGs to fantasy MMORPGs, etc.) and not crime/dramatic/near-goth jerkfest to MMORPGs.
It still is a shocker to me that there are tons of people who are currently playing MMORPGs who have never played PnPRPG. That is not so much an issue with games like WoW or EQ2 but it is a huge problem with games like NWN. The number one is PnPer knows why certain things work in a certain way and when those items are put into a video game broken, a PnPer will work to correct those issues (e.g. True Sight broke as hell in NWN).
Future MMOs like DDO nor Vanguard do not bridge the gap between MMOs and PnP. They just rehash what has gone in the past with a sprinkle of something different. After I read Vanguard's FAQ, I am not sure if MMORPGs want to get closer to the pinnacle of RPG that is PnP. Somehow, they have created their own genre where the expectations are set lower and the delivery is set right above that line.
I do hate to use fantasy as a generic subgenre of RPGs. You give me SWG and I give you Star Wars d6 system. You give me (insert non-existent Pirates/Explorer/Swashbuckling adventures) and I give you AEG's non-D20 7th Sea. You give me (insert any lame space opera) and I give you Fading Suns. Heck, MMORPGs do not even have an answer for PnPRPG's A Game of Thrones as far as death being a very real thing.
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The article at several points mentions the "tools" that people need in order to roleplay in MMORPGs, yet never actually says what those tools are. So what are these tools, exactly? What features to hard-core RPers dream of having in MMORPGs?
Face-to-face roleplaying brings body language, facial expressions, voice pitch and human interaction to the table (pun intended).
... until we reach the nirvana of immersive 3D, holodeck-like technology ... will ever compete with that.
Not sure how on-line roleplaying
His whole article can be summed up like this:
"I went to a marionette show, and you know what, movies look more realistic."
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This issue has come up with me several times. Some people are able to shift gears back and forth fairly quickly, and saying "Pass the chips" between rolls isn't a big deal. Some people seem to treat IC like some sort of holy meditation and get annoyed when you break it.
There is a good deal more to online play then just the WoW's of the world....IRC used to be a haven for RP, but has since moved on to MUSHs and MUDS. These mediums are at the same time more successful and less successful then then WoWs of the world. They tend to be more in the spirit of TT games, but have horrific player turn overs. I also remember when Never winter nights appeared on the gaming scene...There was a hope among MUD/MUSHers that that was going to be the "next" level of gaming. Unfortunately the tool were just too clunky to use.
I'm a member of a MMORPG RP/writing collective, the RP Congress on the Pinnacle City of Heroes server. It's pretty fun, and I don't have all that hard of a time with it. The other people in the group are great RPers and writers; we even manage to write stories and chat together out-of-game by using MoonEdit.
:)
The thing about in-game RP is that you're limited by and large to text chat only. There are a few emotes--special animations that your character can go through, like waving, dancing, or gesturing imperiously, but they're so generic that they by and large do not enhance the experience. You can use Ventrilo and Teamspeak and Skype and the like for voice communication RPing (and there's one person in our play group who does a hilarious voice for his character) but that only goes so far--especially if you have a habit of playing alternate-gender characters.
One of the things the article didn't really go into is that story-writing can patch over some of the holes, things you can't do on-line, like having two characters played by the same person meet, converse, and adventure together. That's one of the biggest reasons for doing it, in fact.
Of course, even before this I was no stranger to text-based RP. A group of friends and I have been RP'ing via a chatserver--which had no pictures or images at all. Compared to that, text-based RP with images and actions is a walk in the park.
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