Quote:Original post by joanusdmentia I've played a few D&D based games myself as well, and I prefer them to pen & paper. You don't need to understand the rules to enjoy the game, whereas with pen & paper you can't even play if you don't.[...] |
It is entirely possible to play Pencil & Paper RPGs without knowing any of the rules as long as the GM knows the rules and is willing to do all the calculations for you.
Anyways, the point of the thread does not appear to be P&P vs cRPG, but rather a P&P system as the basis for a cRPG system vs a system custom-designed for a cRPG.
If you've played many P&P games, it's obvious that just about every one leaves a ton of details to the players and GMs and does not specify everything precisely. That is exactly the opposite of the kind of thing a computer can easily handle. Simply chopping P&P systems down to make them work better on a computer really removes a lot of the fun parts of P&P systems. For example, when D&D is used in cRPGs, all the interesting illusion spells are removed (because they allow excessive freedom). That means making an illusionist is completely pointless, so now there is a whole in the system that used to be filled by several interesting spells that allowed interesting approaches to just about every problem a PC could encounter.
Even if you're a game designer and you want to avoid the work of creating your own cRPG system, there are many P&P games more suited to implementation on a computer, such as GURPS or HERO.
Quote:Original post by Kylotan [...]Baldur's Gate? Planescape?
Unless you can explain those two, the rest of your post isn't worth the electrons it's composed of. |
I've only played Baldur's Gate 2, but I imagine the same applies to earlier games: While BG2 was a fun game, it was NOT D&D except in the loosest of senses. It did have a system that might appear mechanically similar, but the details that were altered made tremendous differences. For example, half or more of the spells for wizards and clerics were removed completely, which meant that while casters were still powerful, they were rather boring. Then there was the interface itself, which made casting spells something you could only effectively do in the combat mode that used repeated pauses in an attempt to simulate the more natural turn-based system that exists in the P&P game. Overall, the system was stripped of both depth (which it already had a limited supply of compared to many other games) and convencience/simplicity (which had been one of D&Ds selling points since other P&P systems first came out). They could have done far better if they had skipped emulating D&D and instead went for something more diablo-esque.
Quote:Original post by Alpha_ProgDes I'm not too familiar with D&D games. Based on what people have been saying, I was wondering if maybe game companies are moving too fast. I guess with the memory and speed of computers nowadays shouldn't there be more games based on the D&D 1st edition since that ruleset will be able to modelled more accurately and efficiently than edition 2, 3 or 3e (am I getting these names right?). |
The problem is that the tables, charts, and algorithms are only around 5% of the game. The game might have a formula to relate climbing penalties to weight carried and surface climbed, and might relate climbing speed to walking speed, but that doesn't do any good unless you include climbing animations, label every surface with the appropriate penalty to climb it, etc. Even once you do all that, you still don't allow for a player using a 'Feather Token: Tree' to instantly create an easily-climbable 60ft-tall tree wherever they want, or a 'Rope of Climbing' to easily climb up to 60ft of the slickest wall, or 'Boots of Levitation', 'Winged Boots', 'Boots of Teleportation', 'Figurines of Wondrous Power: Ebony Fly', or any of the related spells, etc. The fact is that D&D is a very complicated system due to the great variety of spells and items that exist in the game (not to mention everything else), and that isn't even getting to things like "common sense realism" where you might be able to use a ladder, a grappling hook, pitons, etc.
P&P systems are designed to work in combination with the player's reasoning ability to simulate reality. Since cRPGs are unable to use the "player's reasoning ability", they can't reach quite that far. In attempting to do so, they fall short of what they could currently be.
[Edited by - Extrarius on December 5, 2006 11:01:34 AM]
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk