tabletop-rpg

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  • The Daily Grind: What tabletop RPG mechanics should MMOs adopt?

    by 
    Bree Royce
    Bree Royce
    08.10.2014

    Massively reader Couillon recently wrote in to the Massively Speaking podcast to ask us about tabletop games and their influence on the MMO genre. He proposed that MMORPGs could benefit from a tabletop-inspired "roleplay bonus" for actually -- gasp -- roleplaying a character. "I realize this might require more thought during character creation than most players are willing to spend," Couillon wrote dryly, but I think it's a topic worth considering as MMOs are looking for ways to redefine themselves in a post-WoW era. Justin and I discussed several P&P RPG systems that we'd love to see more widely implemented in our favorite MMOs, like advantage/disadvantage mechanics and non-combat skills like persuasion and knowledge. What do you folks think? What classic or creative features from tabletop games should MMOs adopt? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Taking the roleplay out of WoW

    by 
    Anne Stickney
    Anne Stickney
    03.22.2014

    I like messing around with roleplay every now and again, especially during the waning months of an expansion. When there's little else to do, roleplay helps keep me entertained, and has the added side vantage of giving me a space where I can indulge in trying to answer lore questions that invariably make their way into lore columns. But beyond that, there's just something kind of fun about taking an hour or two off every now and again and just letting my brain be creative without the pressure of stress. But one of the big problems with roleplay in WoW is the actual process of any kind of meaningful roleplay itself. Major, sweeping campaigns that are common with tabletop roleplaying systems just aren't possible in WoW -- trying to get everyone on an entire roleplay server to agree to a set list of rules for combat is an exercise in futility. Because of this, there's always been a limited scope to roleplay, a wall that simply couldn't be broken within the confines of an MMO. NPCs can't be controlled, players can't really influence major events in fear of somehow running into contradictions with canon lore. You can either dance around the limits, or you can ignore them entirely. Or, as I recently discovered, you can simply leave it all behind. How do you make the limits in WoW work for your roleplay guild? By taking your roleplay out of WoW entirely.

  • The Daily Grind: What pen-and-paper RPG would make a great MMO?

    by 
    Justin Olivetti
    Justin Olivetti
    08.04.2011

    This weekend thousands of gamers and geeks are descending on Indianapolis for GenCon Indy. Over four days, countless board, card, LARP and RPG games will be played, merchandise purchased in mass quantities, and new friendships formed. GenCon's always been a good reminder that we MMO fans have roots in a much larger community of gamers, and that our interests often converge in unexpected ways. For all of the MMOs we have, there are even more pen-and-paper roleplaying games out there, some of which might just make a good online game if put into the right hands. So how about it? What tabletop RPG would make a good MMO -- and for kicks, what studio would you want handling it? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • All the World's a Stage: So you want to be an Alchemist

    by 
    David Bowers
    David Bowers
    02.22.2009

    This installment of All the World's a Stage is the twenty-sixth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class (or profession!) well, without embarrassing yourself. Too many people roleplay alchemy as a glorified fast food restaurant, with typical phrases such as, "Would you like some healing potions to go with your strength elixir?" or "If you give me just one more herb I could throw in a mana potion too..." Of course, the game mechanics often put us in the salesman position. Limited supply and demand force us to compete with other alchemists for herbs and customers, so to some extent we may have to deal with the capitalist food chain to matter what we do. But there's so much more to an alchemist than just magical boosts and bonuses! An alchemist has the potential to be the other mad scientist! Why should they let engineers have all the fun? Just because engineers can craft their own vehicles and whatnot doesn't mean that alchemists don't have something (or someone) of their own to experiment on. Today we shall take a closer look at the depths of madness which alchemists are capable of reaching, if only they dig a bit into the unlimited supply and demand of the imagination.