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Reply: Basic Position-Taking part in:: Re: is using extremely interactive props or mini video games a factor in RPGs

About To Play by About To Play
October 19, 2022
in Role-playing
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by xeirwn

That is an awesome query OP. So far as i can inform: not practically as a lot because it ought to. There’s some examples, however it’s kind of unusual.

I requested a QOTD on this some time in the past, it is a matter very near my coronary heart:
Boardgames as a part of an RPG. You would possibly discover it fascinating.

Some ideas:

Gygax had created Dragon Chess. Heinsoo created Three Dragon Ante. So sure, you possibly can use these in an rpg setting. in principle you possibly can use these in an rpg session. In observe, it might be diffucult. These video games exist in their very own rights. While you put D&D as a wrapper round them, you get diminishing returns – most likely finest to play both d&d or dragonchess/3DA in isolation.

So it is easy to do it “incorrect”. In my opinion, that should not deter us from making an attempt to do it “proper”.

If i had been to create a mini manifesto, it might comprise these factors.

The primary one is modular design.

Let’s take fight for example.
Some folks prefer it extra narrative. Some folks prefer it extra tactical.
What in the event you had an rpg system that was a strong wrapper. Utilizing that as a foundation, let’s borrow a time period from programming: Within the C# programming language you may have one thing referred to as an interface. It is like writing necessities for a category.

“An interface defines a contract. Any class or struct that implements that contract should present an implementation of the members outlined within the interface.”

So, think about that this wrapper rpg system “uncovered” an interface/ a set of necessities for a fight module mini-game.

E.g. it must have the flexibility to deal with a number of combatants. One combatant per participant.

Then folks may create completely different “fight modules”. That cater to completely different tastes.

We may even have a magic system interface/set of necessities. And many others.

That form of modular design permits gamers to customize the video games engine to their tastes.

The opposite factor i wish to say was about participant vs character ability. You may’t cast off participant ability. And that is high quality. Let’s take 5E fight for example. It’s a recreation that requires some participant ability. The query i’ve is: is it enjoyable sufficient? I dont assume it’s. The litmus check for that might be for me: would it not stand by itself as a boardgame? For me personally 5E fight fails that. Others will most likely see it in another way, and that is high quality.

However what if we may plug in a mini-game (as stand in for fight, or magic) that everybody within the group already enjoys? And use that as an alternative? That implies that gamers can take part in the kind of gameplay they already take pleasure in. A recreation must be a recreation, so it have to be pleasing and enjoyable. In numerous rpgs, i really feel that there are half-baked mini video games that aren’t that a lot enjoyable – they solely survive within the guidelines as a result of they’ve a parasitic relationship with the core exercise: function taking part in. Which is enjoyable. In actual fact, it’s so a lot enjoyable that it even justifies taking part in mini-games which can be barely boring. That is my tackle it.

I do know it might be difficult to create such a recreation. After which two or three modules for every “slot”/”interface” (e.g. like i discussed fight could be one and magic one other). Nevertheless it may actually take gameplay to a brand new stage.



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