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How would you design an RPG for non-gamers?

Started by Cyberzombie, May 20, 2006, 12:50:37 PM

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Maddman

Quote from: SettembriniTHIS is condescending and patronizing.

If you say so.  Doesn't seem that way to me, and it matches exactly with my own experiences.  I think you're reading an intent that really isn't there.  I'm not saying that tabletop roleplayers are awesome and cool and video game players are dull-witted and unimaginative.  I'm saying that they are different, though they likely appeal to the same people.  Those who have only played video games may make certain assumptions about tabletop games based on that experience, just as those who have only played table top games make assumptions about how CRPGs should work.  I'm also saying that if you want to make a game that will get video game players to try roleplaying games you should take that into account.  I really don't know what's condescending or patronizing about that.  I'm not making a value judgement, I'm thinking about how to appeal to a market segment.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
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Settembrini

QuoteThose who have only played video games may make certain assumptions about tabletop games based on that experience, just as those who have only played table top games make assumptions about how CRPGs should work.

Phrased like this, this is actually not condescending or patronizing.
But tell me, what are the assumptions? And why wouldn´t be those wrong assumptions blown away after the first actual play?
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Maddman

Quote from: SettembriniPhrased like this, this is actually not condescending or patronizing.
But tell me, what are the assumptions? And why wouldn´t be those wrong assumptions blown away after the first actual play?

From what I've seen, playing with people whose only gaming experience is video game, is that the RPG must be 'solved'.  They may try to second guess what the GM wants them to do, much as they would with a computer game.

This is blown away after the first actual play if the GM is experienced himself and knows how to encourage players to 'think outside the box' or plan dynamically.  If the GM has the same expectations he'll set up the game so the players have to find his solution, nothing else will work.  RPGnet termed this 'pixelbitching', named after the game where you had to mouse over the 2x2 pixel spot to progress.  It's a close cousin (and often leads to) of the railroad.

So what, you might ask.  If they want to play that way let them.  I would agree, except that played in this style you get what you get from a computer RPG, only without the 3d graphics, computer taking care of all the math for you, and the convinence of playing whenever you want.  If that's the case, why are they going to bother to play?  I guess sort of the central thesis I have here is that tabletop games compete with video games for time and money.  If you want them to be successful you should emphasize what RPGs have that CRPGs do not.

And what is that?  Flexibility.  The fact that instead of a cold, heartless computer interpreting actions you have a living, breathing GM.  Now you don't have to get all forgey and thematic to take advantage of this.  Even the most old school Gygaxian GM can take things into account that a computer never could.  They can make judgements to make the game more fun in whatever way the players like.  The computer, it just does what it does.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
The Watcher\'s Diaries - Web Site - Message Board