Subj : Re: Gamelists To : All From : mbottorff@sprintmail.com Date : Fri Dec 08 2000 04:25 pm From: mbottorff@sprintmail.com (Michelle & Boyd Bottorff) Subject: Re: Gamelists Organization: | > BTW, as far as the interface between computer games and "tabletop" > roleplaying goes, has anyone heard anything about the Vampire: The > Masquerade computer game that came out and its mode for "GMing" a game? > The way I understood it, in multiplayer the GM can generate monsters, > levels, etc. but can also facilitate player interaction and storytelling > through the text, and this leaves the computer to handle other > mechanics. While I imagine there are limitations to what you can do, it > sounds closer to a "real" roleplaying experience in a computer game than > anything I've heard of before. I would imagine there are severe limitations on it, especiall since V:tM is so freeform a game. I can't picture it doing much beyond being a mechanical dice roller. Well, basic combat might be put into it, but if your group does any serious imagining, there could be problems. I think it all goes back to the troll test. You're facing a troll, you don't have much in the way of fire, so you pull out your lighter and set your hair on fire, then head-butt the troll. You're playing a werewolf character, so you actually have a chance. Game comes back, asks for the relavent skill or stat and difficulty level, because there's *no* way that's programmed into the machine. GM probably choses agility, with a real low chance of success, followed by stamina with a reasonable chance, to tell if you're in shock from personal pyrotechnics. Click, click, scrollscrollscrollclick, click, click. Might as well have used dice. Like I said, basic combat could be programmed in, but V:tM is a very freeform game. Players *should* be making impromptu stakes by breaking chair legs. Players *should* be making strategic use of nearby furniture, terrain, and passerbys. In short, players *should* be doing things that no programmer could have either anticipated or easily put into the program. And if you have a "learning" database ("New situation: do you want me to learn the requisite stats and difficulty levels?") then you're going to end up with a *lot* of new situations, enough that you won't want to scroll through them all: impromptu stake, basic kitchen chair impromptu stake, wooden roadside signpost impromptu stake, picket fence etc. -- Boyd -- Family webpage: http://home.sprintmail.com/~mbottorff/index.html Lady Lavender's Filksongs: http://www.freemars.org/lavender/index.html 25r:2a:1p -- |Fidonet: mbottorff@sprintmail.com |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .