A Good RPG

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Avatar Roku

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Getting back to video games, I like Mass Effect (and I'm probably going to get flamed by the RPG purists). One reason for that is that I like games that connect you to the characters in some way. That's leads to one reason I liked Fallout 3: the fact that NPC allies could die. You had to be careful, think about things. I remember when I first got Dogmeat, I got into a few fights, realized he could die permanently, and sent him to Vault 101 for the rest of the game. This isn't because I wasn't connected to him; quite the contrary, I still visit him between missions, I just don't want to risk him dying. A game that can make me care about a character that much is good in my book.
 

TheBlackKnight

ESEY on the Kross
Nov 3, 2008
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good PC rpg::
interesting story.
interesting npc's
and most important:
when I make a decision, it should have consequences.

On a side note::
I'm a Baldur's Gate 2 Fanboi too.
now I need to run and fetch a banana!
 

superbleeder12

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Oct 13, 2007
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Good, relatable characters, engrossing story and interesting enemies make for a good RPG.

I find that my favorite games tend to be D&D ones
 

Gortez

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Sep 28, 2008
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All this talk of BG makes me want to play it again but i can't find my copy.
 

hellthins

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Alex_P said:
TGLT said:
Alex_P said:
TGLT said:
A good RPG involves pen, paper, dice, a few books, and a DM that knows what s/he's doing.
Enh, I don't really think any of those things are necessary for a good tabletop RPG.

Sometimes helpful, but that's different from "necessary."

-- Alex
While I'll give you that a lack of paper, pencil, and even dice can make for a systems (Nobilis, if I remember correctly, works on a diceless system revolving around concepts, though I've heard bad reviews for it), have you tried playing with a bad DM/GM/ST/HM/Whatever other two letters you can combine?
Roleplaying with a bad GM sucks.

Roleplaying with no GM works just fine, though.

Most of the games I like most do have a distinct GM role, but it's often watered down a bit compared to a traditional GM: more like the "bass player" than the nexus of authority.

-- Alex
Maybe it's just my personal experience, but with no DM it devolves into BANG BANG YOU'RE DEAD NO I'M NOT and zero plot. Some one, even if they're playing with a DMPC, has to run the monsters and plots. Even if the DM changes, I find that some one does still need to run the world as a whole or you get a lot of conflicting stories and Mary Sues.
 

Amnestic

High Priest of Haruhi
Aug 22, 2008
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TGLT said:
Alex_P said:
TGLT said:
Alex_P said:
TGLT said:
A good RPG involves pen, paper, dice, a few books, and a DM that knows what s/he's doing.
Enh, I don't really think any of those things are necessary for a good tabletop RPG.

Sometimes helpful, but that's different from "necessary."

-- Alex
While I'll give you that a lack of paper, pencil, and even dice can make for a systems (Nobilis, if I remember correctly, works on a diceless system revolving around concepts, though I've heard bad reviews for it), have you tried playing with a bad DM/GM/ST/HM/Whatever other two letters you can combine?
Roleplaying with a bad GM sucks.

Roleplaying with no GM works just fine, though.

Most of the games I like most do have a distinct GM role, but it's often watered down a bit compared to a traditional GM: more like the "bass player" than the nexus of authority.

-- Alex
Maybe it's just my personal experience, but with no DM it devolves into BANG BANG YOU'RE DEAD NO I'M NOT and zero plot. Some one, even if they're playing with a DMPC, has to run the monsters and plots. Even if the DM changes, I find that some one does still need to run the world as a whole or you get a lot of conflicting stories and Mary Sues.
We ran a few games with no official DMs and we didn't end up with Mary Sues or conflicting stories. It actually worked out pretty well. I suppose it depends mostly on how aware of such things the other players are and how much leeway they give you, and in turn you are given.
 

Zersy

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Ace of Spades said:
If an RPG is immersive enough to start blurring the lines between reality and the game, it is a good RPG.
i guess that can also count for any game
 

Zersy

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orannis62 said:
Getting back to video games, I like Mass Effect (and I'm probably going to get flamed by the RPG purists). One reason for that is that I like games that connect you to the characters in some way. That's leads to one reason I liked Fallout 3: the fact that NPC allies could die. You had to be careful, think about things. I remember when I first got Dogmeat, I got into a few fights, realized he could die permanently, and sent him to Vault 101 for the rest of the game. This isn't because I wasn't connected to him; quite the contrary, I still visit him between missions, I just don't want to risk him dying. A game that can make me care about a character that much is good in my book.
how do i find dogmeat? (i've only clocked about 2 hours in Fallout 3 if that helps)
 

Amnestic

High Priest of Haruhi
Aug 22, 2008
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UNKNOWNINCOGNITO said:
orannis62 said:
Getting back to video games, I like Mass Effect (and I'm probably going to get flamed by the RPG purists). One reason for that is that I like games that connect you to the characters in some way. That's leads to one reason I liked Fallout 3: the fact that NPC allies could die. You had to be careful, think about things. I remember when I first got Dogmeat, I got into a few fights, realized he could die permanently, and sent him to Vault 101 for the rest of the game. This isn't because I wasn't connected to him; quite the contrary, I still visit him between missions, I just don't want to risk him dying. A game that can make me care about a character that much is good in my book.
how do i find dogmeat? (i've only clocked about 2 hours in Fallout 3 if that helps)
Scrapyard just south of Minefield.
 

PedroSteckecilo

Mexican Fugitive
Feb 7, 2008
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Amnestic said:
TGLT said:
Alex_P said:
TGLT said:
Alex_P said:
TGLT said:
A good RPG involves pen, paper, dice, a few books, and a DM that knows what s/he's doing.
Enh, I don't really think any of those things are necessary for a good tabletop RPG.

Sometimes helpful, but that's different from "necessary."

-- Alex
While I'll give you that a lack of paper, pencil, and even dice can make for a systems (Nobilis, if I remember correctly, works on a diceless system revolving around concepts, though I've heard bad reviews for it), have you tried playing with a bad DM/GM/ST/HM/Whatever other two letters you can combine?
Roleplaying with a bad GM sucks.

Roleplaying with no GM works just fine, though.

Most of the games I like most do have a distinct GM role, but it's often watered down a bit compared to a traditional GM: more like the "bass player" than the nexus of authority.

-- Alex
Maybe it's just my personal experience, but with no DM it devolves into BANG BANG YOU'RE DEAD NO I'M NOT and zero plot. Some one, even if they're playing with a DMPC, has to run the monsters and plots. Even if the DM changes, I find that some one does still need to run the world as a whole or you get a lot of conflicting stories and Mary Sues.
We ran a few games with no official DMs and we didn't end up with Mary Sues or conflicting stories. It actually worked out pretty well. I suppose it depends mostly on how aware of such things the other players are and how much leeway they give you, and in turn you are given.
A good DM doesn't have the DM vs. PC mentality, they look at the game as a director or a referee rather than as a "god". It is very important that both players and GM/DM's are on the same page as well, if a DM wants to do one thing the Players should try and work with them so its fun for everyone involved. Basically the best GM/PC relationships are where it's all half way, the GM creates a story skeleton, the Players add the muscle, the GM builds a world, the players influence and direct it etc. Since you're all there to have fun it shouldn't be a competition. That's how my group thinks anyway.
 

Pyrrian

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Oct 3, 2007
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To me, the best RPGs allow you to create your own story. There may be a main quest-line, but there's an open world that allows you to adventure and do what you want. That's really why I dislike JRPGs so much - the story is always awful and inapplicable. I'm always thinking, "I'd never do something that stupid." And if that's the case, then why even bother letting me play the game? Just make it a movie and be done with it, because at least then I don't expect to interact with anything.

Games from the Ultima series did a great job evolving this concept, particularly Ultima 7. Even Ultima 8, much maligned though it was, did a great job of giving you the ability to interact with the world, especially in 1994.
 

PedroSteckecilo

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Pyrrian said:
To me, the best RPGs allow you to create your own story. There may be a main quest-line, but there's an open world that allows you to adventure and do what you want. That's really why I dislike JRPGs so much - the story is always awful and inapplicable. I'm always thinking, "I'd never do something that stupid." And if that's the case, then why even bother letting me play the game? Just make it a movie and be done with it, because at least then I don't expect to interact with anything.
I disagree.

While choice is important to prevent linearity and claustrophobia, so is narrative and a truly great RPG should have an appropriate balance between the two. Par Example, in Oblivion you are certainly given the illusion of choice, you can go anywhere and kill anyone. But None of those choices MEAN anything. You don't have wronged family members hunting you down, you don't become wracked with guilt for murdering an innocent man etc. One can't draw out emotion with "pure choice", the player is too detatched. For that you need narrative and some measure of control. As well in games like Oblivion and Fallout I rarely feel like my character actually exists in the world, I feel more like I'm just watching it go by. Especially since Fallout 3 offers remarkably less "roleplaying" than the first two did (For more info see Stolen Pixels, it extrapolates on this point nicely).

I do understand the dislike of the "movie" stories that so many JRPGs go for, but if every RPG became Oblivion we would be poorer for it because, as the ending for Fallout 3 proved. Bethesda can't write a story for shit.

As well you say "I" a lot, as in "I would never do something that stipid". The point of a videogame isn't to be yourself, it's to be someone else and experience things you can't in real life. Who cares if that's what "you" would do, your character shouldn't necessarily be "you", they should be a character YOU created and YOU made choices for, but they shouldn't be "you". I am frequently annoyed at "choice" in games because frankly it's really hard to escape myself and really craft a character with their own personality. They have no pasts, memories or experiences that I don't bring to the table, and frankly, that's kind of boring.

What I'm getting at is that most of these choice games don't allow you to "create" a story, they just allow you to kill anyone you want and go anywhere you want. Most of these choice games are just several stories sectioned off into different areas that allow you to progress at your own pace. Think about it, every Guild in Oblivion has its own linear storyline that doesn't change. You have NO control over the outcome of most of these, you can just progress at them at your own pace.

Sorry folks, games don't let you create your own story yet.
 

Zersy

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Amnestic said:
UNKNOWNINCOGNITO said:
orannis62 said:
Getting back to video games, I like Mass Effect (and I'm probably going to get flamed by the RPG purists). One reason for that is that I like games that connect you to the characters in some way. That's leads to one reason I liked Fallout 3: the fact that NPC allies could die. You had to be careful, think about things. I remember when I first got Dogmeat, I got into a few fights, realized he could die permanently, and sent him to Vault 101 for the rest of the game. This isn't because I wasn't connected to him; quite the contrary, I still visit him between missions, I just don't want to risk him dying. A game that can make me care about a character that much is good in my book.
how do i find dogmeat? (i've only clocked about 2 hours in Fallout 3 if that helps)
Scrapyard just south of Minefield.
i should find minefield automatically if i do the mission that the lady researcher gives me right?
 

Pyrrian

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PedroSteckecilo said:
While choice is important to prevent linearity and claustrophobia, so is narrative and a truly great RPG should have an appropriate balance between the two. Par Example, in Oblivion you are certainly given the illusion of choice, you can go anywhere and kill anyone. But None of those choices MEAN anything. You don't have wronged family members hunting you down, you don't become wracked with guilt for murdering an innocent man etc. One can't draw out emotion with "pure choice", the player is too detatched. For that you need narrative and some measure of control. As well in games like Oblivion and Fallout I rarely feel like my character actually exists in the world, I feel more like I'm just watching it go by. Especially since Fallout 3 offers remarkably less "roleplaying" than the first two did (For more info see Stolen Pixels, it extrapolates on this point nicely).

What I'm getting at is that most of these choice games don't allow you to "create" a story, they just allow you to kill anyone you want and go anywhere you want. Most of these choice games are just several stories sectioned off into different areas that allow you to progress at your own pace. Think about it, every Guild in Oblivion has its own linear storyline that doesn't change. You have NO control over the outcome of most of these, you can just progress at them at your own pace.
That's why I didn't mention Oblivion, or Bethesda games in general, as doing this open-world thing particularly well. Fundamentally, your character is detached in games like Oblivion, Morrowind, and Fallout 3. Part of it is that there's no real social system or expectation. Take being an "evil" character. There shouldn't really be much recourse for this, because in real life, being evil has consequences. Granted, games aren't real life, but I think the argument stands that people in a game aren't going to ignore you murdering and stealing from everyone. Especially if, as is the case in Oblivion and Morrowind, there's an established system for dealing with that. Bethesda games often give too much power to the player in this regard, because you're exempted from a lot of the reprecussions of evil acts in order to allow you to be evil. That's lame, and it makes everything feel stiff and detached.

There are other reasons I have problems with Bethesda games, but I'll try to simply draw up an example of some games I think do the freedom-to-choose thing well. I've already mentioned Ultima games, but Baldur's Gate and its sequel also had a good bead on things. Ultima 7 and the Baldur's Gate games aren't all that similar, but they do a good job of weaving your role into a greater picture. One of the things that I find very useful in this regard is the ability to form parties. Another thing these games do very well - and that Bethesda games are terrible at - is making your character both heroically strong and relatively fragile. Sure, you SHOULD be able to clobber normal people and town guards, but (going back to the social structure thing) you always have to imagine there's someone stronger out there. This allows you to win by being clever, not just by levelling up. It also means you can't just blast townsfolk because the archwizard or elite guard will show up and trounce you.


PedroSteckecilo said:
As well you say "I" a lot, as in "I would never do something that stipid". The point of a videogame isn't to be yourself, it's to be someone else and experience things you can't in real life. Who cares if that's what "you" would do, your character shouldn't necessarily be "you", they should be a character YOU created and YOU made choices for, but they shouldn't be "you". I am frequently annoyed at "choice" in games because frankly it's really hard to escape myself and really craft a character with their own personality. They have no pasts, memories or experiences that I don't bring to the table, and frankly, that's kind of boring.
This is kind of where I don't understand where you're coming from. I like to be myself in games. If at all possible, I try to make choices in line with my own feelings on a subject. I like being me, so there's no need to be someone else for the sake of a game. There's no need for me to craft a character with its own personality - for me the fun is being a version of me but in a different world. I don't want to be other people.

Even then, if I do want to make other people, I usually want them to be party members, not the main character. This allows me to play me in my own way, and then I can play the other characters in their own ways, too. This way there's never a conflict in how to deal with a situation, because I don't have to choose between what I want to do and what another "character" wants to do. A good example, though not from an RPG, is Fight Night. I create myself, of course, and go through the rankings. On top of that, I create other boxers (also having them go through the rankings), then assign them some sort of story. Maybe they're friends, maybe rivals, maybe both (like Apollo and Rocky!). The game gives me that freedom, and I love it for that.
 

Darth Lexx

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I think a good RPG consists of a good story line that should suck you up right when you start playing it. You should feel the power of your character surging through you. Needs to make you feel very strong. Not like you are in the real world. a loser! Have fun playing RPG's to find one like that.
 

PedroSteckecilo

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Feb 7, 2008
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Pyrrian said:
Even then, if I do want to make other people, I usually want them to be party members, not the main character. This allows me to play me in my own way, and then I can play the other characters in their own ways, too. This way there's never a conflict in how to deal with a situation, because I don't have to choose between what I want to do and what another "character" wants to do. A good example, though not from an RPG, is Fight Night. I create myself, of course, and go through the rankings. On top of that, I create other boxers (also having them go through the rankings), then assign them some sort of story. Maybe they're friends, maybe rivals, maybe both (like Apollo and Rocky!). The game gives me that freedom, and I love it for that.
Clearly we will be unable to discuss then, I can't really fathom this. I want to experience a story. I guess it comes from being a writer...

If I want to CREATE a story, I'll write one myself. When I play a game etc. I want to experience someone elses story, something I didn't (or in some cases can't) create myself.
 

Alex_P

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Mar 27, 2008
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One important element, for me:

The protagonist has to be interesting. You can't write a story around a boring faceless dipshit like you can in some other genres of video games. And that's because a good RPG is so story-driven that just a passable one won't do.

Moreover, the player should be be directly engaged with the coolest stuff the protagonist does. In other words, when it's time for the protagonist to kick ass, let the player drive. It's pretty simple to do and very rewarding.

-- Alex