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Jul
08

Playing in a Sandbox

I wanted to make a comparison about MMOG’s and Pen and Paper gaming and the conclusions that I draw from that.

Back in the day, I played Ultima Online.  If you’re not familiar with it, it was one of the first MMOG’s in the U.S. and is still around today.  UO was very much a sandbox, there were no classes, no levels, no game directed direction to your play.  And in the first year or two of the game there wasn’t a whole lot of content.  Back then content was pretty easy to categorize.  It was random spawn that you go and kill.  No quests, no story lines, no ‘phat lewt’.   But back then programmers and servers alike weren’t all that good and the amount of spawn that was available was way under what was needed to keep players entertained because the apps and hardware couldn’t support it.   We even coined a phrase “Connecticut Online” because the countryside was completely empty of things that might prove dangerous to you.

The combats were pretty simple too, you either hit something with a hard object, shot something with a ranged weapon or hit them with the same spell over and over again *Corp por corp por corp por*.

As a result of being a combat light game, light in that there weren’t a lot of options to choose from and pretty static and infrequent things to use those few options on, players become role players.  Sitting around taverns and talking, hanging out in their crafting shops selling things to their customers, and having pretend wars with groups of ‘orcs’ or ‘elves’ and generally playing a persona rather than playing the game.

Then came EQ which had levels and lots of things to kill.  And introduced to the masses the concepts of tanking, crowd control, healing, buffers and debuffers, getting behind someone for the back stab.  Combat went from going into combat mode and trying to stay next to your target so you could ‘swing’ the sword when your timer ran out in UO to having a toolbar filled with icons of various things you could do and combinations and interactions with other players in EQ.

And roleplaying disappeared completely.  Combat was interesting and going after that next carrot on the treadmill became the most important thing.   Killing 10 of this for a NPC who had one line when you clicked it “Bring me 10 of this” was the extent of game play.  And it was good, or at least enough for 99% of the gamers.

Which brings me to an observation and the basis for this post.  Many people decry 4th Edition as the death of roleplaying because the books don’t have any rules for it, that the books are all about combat.  And in that I think they’re right but for the wrong reasons that they claim and not that it kills roleplaying but that it impacts it.  In an aside, “Seriously people?  You need rules to roleplay?”

I believe a direct correlation can be made, at least by me, as to why this might indeed be the case taking the MMOG’s impact on gaming and applying it to our tables.

It’s because combat in 4th Edition or Hero Systems or Mutants & Masterminds  is interesting, much like combat in EQ was.  It’s entertaining and really isn’t that why we’re playing these games?  To be entertained?

In these types of systems players have a huge ‘toolbar’ filled with various things they can try during combat, powers that let them buff and de-buff, crowd control, heal and hurt, single target and masses of targets.    The sheer number of cool things that a character can do is enough to make one giddy.  The GM has way cool monsters and bad guys to run and pit against the players.   Very little is cookie cutter which his bad guys, he has access to sugar cookies, oreos, gingersnaps, all kinds of tasty variety for the players to consume and enjoy.

Then there are systems like Savage Worlds or Fudge or Spirit of the Century or to kick it old school Advanced Dungeons and Dragons.  These are combat mechanic light much like UO was.  Your toolbar of tricks is very limited, you either turn on auto combat and try and stay near your target so you can ‘swing’ your sword at them when the timer (your turn) goes off or you shoot them with your ranged weapon or you cast the same basic spell over and over again to kill the target.   The GM has the same issue, all his bad guys do tend to be cookie cutter with minor mechanical differences, all sugar cookies but some with white sprinkles instead of blue ones instead of powdered sugar.

As a result the amount of roleplay in my experience both online in a MMOG or offline at the table with your friends can be affected in direct inverse ratio to how interesting and involved the combat system is with the added bonus/penalty of how many new toys (carrots) you gain along the way.   Players act differently when there is a new toy to pick up, a new power to be gained, all just dangling out of their reach waiting for the next block of experience than there is when the prize is simply the doing.   Some game systems promote the journey’s end, while others promote the journey itself.

And I’m not saying you can’t roleplay with any system or that you can’t have fun and entertaining combats in any system.  Obviously you can.  We’ve had periods where roleplaying that lasted for a couple of hours straight without any combat in 4th Edition and had vastly entertaining fights in Savage Worlds.

What I am trying to say is that the system you choose to play can have a direct impact on the results at your table and these impacts can be obvious and sometimes subtle.

So what’s the end game of all this?  Not much to be honest other than perhaps if you want a game that’s heavier in roleplay then perhaps choosing a lighter system might promote that while a group that might be more interested in combat might choose a heavier system.

1 comment

  1. Anonymous says:

    I started to read this article thinking it was another ho-hum “4e doesn’t support roleplaying,” but I actually liked it. You draw a nice comparison.

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