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>> Perhaps excepting procedural generation, all aspects are those Roguelikes took from TTRPGs… we’ve gone full circle Absolutely! I have some thoughts on this
by YeGoblynQueenne 5y ago
>> Perhaps excepting procedural generation, all aspects are those Roguelikes
took from TTRPGs… we’ve gone full circle
Absolutely! I have some thoughts on this that haven't crystallised yet, but the
gist of it is that computer Roguelikes like Nethack have basically preserved
certain basal characteristics of a certain style of RPG design[1] that was
popular around the '80s and that involved setting up the conditions for
adventurer-style characters delving into dungeons to retrieve richess and
getting killed often, and in horrible, but memorable ways.
Those "basal characteristics" are just the mechanics that enabled this style of
play, primarily by necessity, because those are the mechanics that are
relatively easy to implement on a computer and even _easier_ to implement on a
computer. For example, roguelikes and later Computer RPGs (CRPGs) include
mechanics for things like Hit Points, Experience Points, loot, encumberance and
gold, that are bookeeping-intense and therefore tedious to have in a physical
game.
In particular, my experience with mainly 3.5 ed. D&D was that combat was a
matter of constant scratching and scrawling on character sheets to keep track of
HP going up and down, as damage was dealt and healed, then followed by even more
scratching and scrawling as XP were handed about and loot and gold was
distributed at the end of an encounter.
I'm not critical of this style of play but I sure don't find the bookkeeping
fun! It makes sense to do it with a computer, but in a physical game, it's a
limitation to enjoyment that needs to be addressed. And I've sure tried to do
that in Nests & Insects.
So I think I'm saying that what I mean by "Roguelike TTRPG" is really an attempt
to port the gameplay of Roguelike CRPGs to the table, but without all the
elements that would make a human feel like a computer (if that's not the conceit
of the game, that is).
Oh, btw- procedural, or rather random, generation was with TTRPGs from the
start. If I understand correctly, the first edition D&D books had random tables
for wandering monster encounters and probably other such random tables also. So,
I don't know, maybe the procedural generation is also something that CRPG
Roguelikes took from TTRPGs...?
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[1] Note I'm saying "design" and not "play". I did not play back then so I don't
know how those games were actually played. I also don't own and haven't really
read many early-era RPGs so I'm largely speculating about the design elements,
also.
- setr 5y ago> Oh, btw- procedural, or rather random, generation was with TTRPGs from the start. If I understand correctly, the first edition D&D books had random tables for wandering monster encounters and probably other such random tables also. So, I don't know, maybe the procedural generation is also something that CRPG Roguelikes took from TTRPGs...? I was thinking more along the lines of world gen, but I suppose at the end of the day it’s mostly implemented as more lookup tables with some noise in-between. In which case, it truly has gone full circle > I'm not critical of this style of play but I sure don't find the bookkeeping fun! It makes sense to do it with a computer, but in a physical game, it's a limitation to enjoyment that needs to be addressed. And I've sure tried to do that in Nests & Insects. Fully agreed. ADnD games I’ve played are much more in the “wing it” nature of combat; GM decides difficulty of the convoluted act you’ve described, and you roll… modern DnD has tried to manage the problem of the poor GM doing poor arbitration by standardizing values across the board, by paying the severe cost of enormous amounts of book-keeping. Ultimately if you assume a fair & competent judge, you only need the rough guidelines for effective play. Roguelikes are also a little awkward to take example from as well because they’ve removed the “party” element of the TTRPG, and associated mechanics that actually force specialization and party inter-action, but it looks like you’ve reintroduced that appropriately.
- YeGoblynQueenne 5y agoOh, right, that's true about the party. I somehow forgot about that- thanks for reminding me. Roguelikes are by default solo, aren't they? In fact, just today I went and corrected the rulebook and the repo README to say that Nests & Insects is a game for _2_ to 7 players, not "1 to 7" as I had it before. There's no explicit solo mode. >> In which case, it truly has gone full circle It sure has! Not just with my game. I'm noticing more and more TTRPGs (particularly OSR ones) with a substantial element of procedural generation. And there's a whole bunch of gaming supplemenst that are literally just tables of randomly generated items, characters, names, locations, monsters... I think I even saw one book of randomly generated dungeon decorations? Like architectural elements, that sort of thing. Well, I'm certainly trying to abstract and simplify the procedural generation as much as possible. It can easily become just another tedious exercise in bookkeeping.