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You meet tons of people in the game, and you're expected to keep track of them, know their names, understand the references. But I'm absolutely fucking useless when it comes to names, and can forget the names of people while still talking to them immediately after an introduction. I went to school with people for 5 years or more and I still manage to forget their names.
For example, Logic just chimed in about a connection to something Easy Leo said.
I have absolutely no idea who Easy Leo is. Drawing a complete blank. I can open up the journal, the thought cabinet, the character sheet all I want, and it won't help, but what I really need is a codex with a few notes on each person that I meet, even if it's just their name, face, location, and something like "Chairman of such and such" or "Racist lorry driver".
I’ve already given you all the arguments an intelligent person needs to shut the fuck up and admit he’s wrong. Instead you keep repeating the same strawman nonsense that only an absolute fucking braindead autistic travesty of a human would make. The only thing left is the ignore button. Buh bye, dumbfuck!
I’ve already given you all the arguments an intelligent person needs to shut the fuck up and admit he’s wrong. Instead you keep repeating the same strawman nonsense that only an absolute fucking braindead autistic travesty of a human would make. The only thing left is the ignore button. Buh bye, dumbfuck!
For real, can you shut the fuck up? I've always been a big proponent of not ignoring anyone but you're so fucking stupid it's putting my convictions to the test. The difference with games and tabletop RPGs is that if you choose to go down a path or do something that wasn't explicitly programmed into the game, even if it's within the ruleset, you won't be able to. That's the difference between a video game and a tabletop. Now, will you stop leeching off the Starbucks wifi and go back to picking cans from the garbage bin like the rest of the homeless?
If the rules are the same between both settings then it's the same game, one you pretend something is happening visually, in the other something actually happens visually, if the system and math functions the same then it's the same
It's a game based on numbers, the dm is the lead dev and sets up the encounters, if the rules are the same then you could have the same experience in a virtual game
If the rules are the same between both settings then it's the same game, one you pretend something is happening visually, in the other something actually happens visually, if the system and math functions the same then it's the same
Holy shit, this is why you were fucking homeless! Something doesn't actually happen visually in the game if it isn't programmed into it. Here's an example. There are plenty of buildings in various RPGs that you can't enter because the game doesn't give you an option too, while if you were in a tabletop RPG, you could enter into whatever building you like assuming you pass the necessary checks to get in if the door is locked, or whatever. The question is not about whether or not it's possible to do the same things in a RPG as in a tabletop, it's a matter of programming all the possible things that can be done, which is impossible. Hence, the very real and relevant difference.
The more we engage with this troll alt the more we encourage it. Can we just stop fucking responding to it?
If the rules are the same between both settings then it's the same game, one you pretend something is happening visually, in the other something actually happens visually, if the system and math functions the same then it's the same
Holy shit, this is why you were fucking homeless! Something doesn't actually happen visually in the game if it isn't programmed into it. Here's an example. There are plenty of buildings in various RPGs that you can't enter because the game doesn't give you an option too, while if you were in a tabletop RPG, you could enter into whatever building you like assuming you pass the necessary checks to get in if the door is locked, or whatever. The question is not about whether or not it's possible to do the same things in a RPG as in a tabletop, it's a matter of programming all the possible things that can be done, which is impossible. Hence, the very real and relevant difference.
The more we engage with this troll alt the more we encourage it. Can we just stop fucking responding to it?
A human beings time is limited in tabletop as well, what makes them different, a dev could allow you to explore that building in a virtual setting as well
Playing basketball outside isn't very different than playing inside, they have the same rules
Anyway, I find it funny how my pre-launch expectations all turned out backwards. I thought the mechanics look fun, but I was worried about quality of writing, possible bugfest and supernatural elements in a cop game.
Turns out the writing is solid, game is polished, supernatural elements are often the best. But there's tons of little things that annoy me in the overall gameplay and level design.
It's a game based on numbers, the dm is the lead dev and sets up the encounters, if the rules are the same then you could have the same experience in a virtual game
That's not at all how most tabletop RPGs work, and certainly not how D&D was intended to work by Gary Gygax and the others who got the ball rolling. The rules -- numbers etcetera -- are there to structure things and give people something to do. The Dungeon Master's Guide explicitly defines "rules lawyering" as being against the rules, and gives the DM pointers on how to deal with it.
The meat of the game is in storytelling and improvisation, the DM and the players riffing off each other, pretending to be characters in a story, and making the story happen around them. It's totally possible to have completely rule-free tabletop sessions -- I ran one for Delterius in the shitbox the other day as a matter of fact.
Disco Elysium attempts the impossible, namely to recreate the feeling of a tabletop gaming session in a computer game. This is impossible. It simply cannot be done. Of any game I have actually played, however, this is the closest it gets to it, warts and all. And -- the "metric" system used for the game would really have to be radically changed to work at all in a tabletop session, because there's no way those internal voices could work there.
Perhaps this is also why I'm pretty forgiving of plot holes and such. Tabletop campaigns always end up with fairly humongous plot holes if you look at them closely enough, because they're not really plotted -- it's people improvising and riffing off each other. If they're good enough it can make for hellaciously good stories and sometimes remarkably vivid settings, but damn will there ever be leaps of logic, plot holes, and other inconsistencies. It's just the nature of the beast.
Asshurt, the dm is the lead dev of a game, in a tabletop you have to pretend something visual happens, yet in a virtual game the dm can actually show you something visually, the same experience can be made in both settings
Asshurt, the dm is the lead dev of a game, in a tabletop you have to pretend something visual happens, yet in a virtual game the dm can actually show you something visually, the same experience can be made in both settings
It's a game based on numbers, the dm is the lead dev and sets up the encounters, if the rules are the same then you could have the same experience in a virtual game
That's not at all how most tabletop RPGs work, and certainly not how D&D was intended to work by Gary Gygax and the others who got the ball rolling. The rules -- numbers etcetera -- are there to structure things and give people something to do. The Dungeon Master's Guide explicitly defines "rules lawyering" as being against the rules, and gives the DM pointers on how to deal with it.
The meat of the game is in storytelling and improvisation, the DM and the players riffing off each other, pretending to be characters in a story, and making the story happen around them. It's totally possible to have completely rule-free tabletop sessions -- I ran one for Delterius in the shitbox the other day as a matter of fact.
Disco Elysium attempts the impossible, namely to recreate the feeling of a tabletop gaming session in a computer game. This is impossible. It simply cannot be done. Of any game I have actually played, however, this is the closest it gets to it, warts and all. And -- the "metric" system used for the game would really have to be radically changed to work at all in a tabletop session, because there's no way those internal voices could work there.
Perhaps this is also why I'm pretty forgiving of plot holes and such. Tabletop campaigns always end up with fairly humongous plot holes if you look at them closely enough, because they're not really plotted -- it's people improvising and riffing off each other. If they're good enough it can make for hellaciously good stories and sometimes remarkably vivid settings, but damn will there ever be leaps of logic, plot holes, and other inconsistencies. It's just the nature of the beast.
Except that in tabletop, the creation happens as you play. With a computer game, everything has to be designed and created beforehand. The player can never step outside those bounds.
Say we just crawled out of Irenicus's dungeon. In a tabletop game, our party could decide just to say fuck Imoen, never liked her anyway, let's sneak on the first ship to Chult, then throw the captain overboard and be pirates. Can't do that in BG2.