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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
As bad as some CRPGs are in RP terms, others are know for either good RP concepts (that might be overlooked by TT GMs), or good implementations of concepts that are supposedly known by many GMs but not always well-done. Here are some things (with examples) that I often find lacking in TT RPGs, yet found done quite well in CRPGs. Special note to whswhs: I know that as an Elité 85th-level GM, you've probably done all these things right many times; still, I'm speaking from my experience with the games I've seen in my life. Here goes: Optimal number of party NPCs with good spotlight managing CRPGs with good implementation: Mass Effect, ME2, Dragon Age 2, to some extent Knights of the Old Republic and KOTOR 2. For a GM, handling many NPCs simultaneously is often hard. OTOH, having only one is sometimes insufficient for proper exposition (both of the situation and of their personalities). Two seems to be the optimal number for small parties (1-3 PCs). Proper spotlight management basically means getting the spotlight when the PCs have nothing to do, or need a hint, but pulling back to the secondary roles otherwise, as to avoid the GMPC Syndrome, especially avoiding doing stuff the players would much rather do themselves. This is often means that NPCs in certain roles serve the purpose best. To bring a ME2 example, Joker is a cool pilot, a fully fleshed-out character, but he doesn't outshine the PC. Other roles that seem to be well-suited for secondaries include the navigator in the WH40K setting (any system), drivers, medics, hackers, artillery gunners (or other 'heavy support' that is on standby most of the time), some Sages (be careful with this one). Single location, many years of quests and their consequences CRPG with good implementation: Dragon Age 2, nearly until the end (at which point it gets to railroading). I have never seen a game span over 10 years in tabletop, with events from early years influencing the events of the following years. Worse yet, when GMs tried a long-term campaign, this generally resulted in a session to meet, then a half-year ingame 'fast-forwarded' while traveling somewhere or waiting for something, and then the party still behaving as if they barely know each other and doing stuff they could as well be doing several months later or earlier (e.g. exploring long-abandoned places). Kinda sad. I think DA2's idea to first put the PC (PCs in case of TT RPGs) through some adventure to get to know the others, and then let time pass and consequences of choices made unfold. This goes well hand in hand with the following: Detailed network of 'non-party' NPCs, even in action games CRPG with good implementation: Deus Ex, DX2, Dragon Age 2, Thief: Deadly Shadows (to some extent). It's no news to anyone that well-designed NPCs are part of a recipe of good campaigns. However, NPC design and making them interconnected is often overlooked in action games. The listed games are pure action games of various types and genres - they don't even have any Diplomacy or equivalent skill. Your character is mostly good at doing stuff (DA2 has the PC possess some leadership qualities, but not comparable to, say, ME2). T:DS is all about repeatedly breaking into buildings unseen and taking stuff (with rare exceptions of seeing/hearing stuff and putting stuff somewhere), and yet the whole thing is most interesting thanks to all the Who's Who's and their interactions. DA2's gameplay becomes monotonous hack-and-slash very fast, but you go through it to see the politics of the city unravel (the PC's influence on city politics is most often as primitive as choosing whom to fight). Finally, one of my favourites about DX (essentially a first person shooter+stealth game) is summarized thus: At the very start of the game, you can listen to the main Big Bad and his Right Hand Man summarize their nefarious plan; in absolutely no way does it help you figure out their conspiracy or reduce the intrigue until the very end of the game. Willing to hear comments and additions. Thanks in advance! |
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