Fantasy RPG settings are usually a well crafted affair with distant cities and intricate politics. The scenery rolls out before you presenting you with idyllic grassland, deep woods and jagged mountains. You can see the smoke rising from the hearths, you can smell the horses and general low tech lifestyle… then you introduce the players and the DM…
Roleplay is one thing and Rollplay is another. To Rollplay all you need is a vague excuse to kill the next thing coming and some dice and structure to decide if it works or not, roleplay is almost a breed apart.
To put it plainly, the problem I’m pussy footing around, if you’re in a fantasy setting then play as a fantasy character and not Neo with a new wardrobe!
How many times have you heard characters discuss and intricate plan and decide to meet somewhere in an hour? How the dickens are they going to know when an hour has passed? There are no watches, clocks are rare and inaccurate (often the characters are going for precise timing) and why would they be referring to such small pieces of time??
DMs often write long campaign designs with things happening in the background, different adventures to go on and so on. One thing that they forget is that in that kind of time period (fantasy seems to me to be replicating the period where knights were the pre-eminent force on the battlefield) waiting a year wasn’t uncommon. Waiting a minute was.
Travelling times are an issue which to my mind is at the heart of the fantasy genre. Pick up a few fantasy novels and nine times out of ten there’s usually some long journey involved. In fact it’s a bit of a joke when you consider things like Tolkein and how quickly Frodo got back from Mordor compared to how long it took to get there. Many books have more high adventure involved in crossing the terrain than they do when the characters eventually arrive and in some cases the journey is the entire point of the book! So why is it then when you come to roleplay in a fantasy environment, all anyone wants to do is skip the journey?
I’ve seen instances where almost the entire campaign is one long torrent of teleportations, portals and mystical happenings just to get you to the action quicker. It’s no wonder that D&D tends to break down into a game more about maths and how to accumulate the largest bonuses when you never have to worry about transporting all the stuff you want to bring or concern yourself with how comfortable your character would be travelling for 3 months with nothing to wear but full plate armour.
Another thing, what’s with the magic item systems in most of these games? Efficiency was barely a concept in those days so combining disparate powers into utility items seems a little counter convention but realistically the worst thing about 90% of the magic items and magic itself in these systems is that it’s so homogenous. Think about this in terms of old world culture. Nowadays two pints of Stella will look identical, the glass is homogenous, the design of the glass is the same, the chemical contents of the glass are identical to all intents and purposes. Would two pints look the same in what 1650? Is that being picky? Well in a rollplay game yes it would be but in roleplay? Not at all.
You see the reality around you is not made up of over-arcing concepts and structure but rather the smell of rain, the colour of the sky, the sound of traffic in the distance. Reality is the combination of a million details. If you are to suspend your disbelief and truly roleplay then the details must be looked after. That’s not to say they need listing or used as a stick to stop people making use of their modern day perspectives but it does mean that every once in a while your characters should have to sleep rough, every once in a while ensure their diet consists of gruel and water… If they’re supposed to be middle ages kind of character then give them the middle ages instead of some weird place where the only difference between the sword coast and california is people ride around on carpets not cars…










4 Comments
I think you make a legitimate point. Can you imagine the excellent quality of a roleplay game if Steven Spielberg were the writer of it?! His attention to the smallest detail would make the kind of game you are asking for.
But I think that writing a GREAT video game is just as difficult as writing a GREAT book, or song, or play or movie. And then you take the different ages of the audience into account… It must be tough to write the “perfect” game.
For some kids, “beating the game” is the only point to playing, and so if it takes “too long” for this crop of impatient young people to make strides toward beating the game, they call it “too slow” and “boring”.
And how much medieval accuracy is enough for a video game? How much research does one put into it? I think it would depend on the age of the audience.
Yes, it seems to me that writing a roleplay video game that pleases everybody must be a gargantuan task.
A roleplay video game… yes I take your point. The audience is most often comprised of teens and young adults. However, my main thrust is aimed at their parent game, the book and dice based roleplay games which have existed since before my birth.
You would have thought that if people are taking the time to learn the contents of a rule book which can exceed several hundred pages (just the “basic” rules this is) would take more time over their adventures…
It’s just something that irks me as someone who spends a good week or so developing a character and trying to ensure that it makes sense and works within the campaign environment only to find that half the people (usually including the DM [the one who runs the game]) are ignoring the larger part of what I’ve been studying cause “it’s easier”.
Grrrr…
[Note, taking that you're not familiar with roleplay games as a whole, have a wiki search for Dungeons & Dragons if the mood takes you. I doubt I could do appropriate justice to describing the medium of roleplaying games.]
Ah… you’re right. I was unaware of games with such a huge amount of rules. And I agree… it WOULD be frustrating to invest all that time, thought and planning into it only to have it be useless or ignored.
So it’s not a video game at all? I don’t think I realized that before.
I think there’s always some people who want to take short-cuts. Look at Monopoly. People make up all kinds of “rules” to make the game go faster. Like putting your fine money in the middle and collecting the “kitty” when you land on Free Parking… that’s not in the “real” rules.
I still understand the frustration, though.