pen-and-paper-roleplaying

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  • 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!

  • Hyperspace Beacon: Rockin' the Roleplay

    by 
    Larry Everett
    Larry Everett
    11.23.2010

    I once asked, "What is roleplay?" in Massively's IRC channel. My intent was to define roleplay in its simplest terms. After all, the majority of us play RPGs, even if they are MMORPGs. I was surprised that, once you added "game" versus just the word "roleplay," the context changed astronomically. For instance, roleplay taken by itself could be defined as taking on another character. We all know that LARPing (live-action roleplay) is dressing up as character and performing the actions of a character who is not you. If you ask someone who considers herself a roleplayer in an MMO, she would define roleplay similarly: taking on a character in that particular setting. But ask a group of gamers what defines an RPG and you'll certainly get a wide variety of answers. Some define it as leveling. Others say it's telling a story in a game. Some define it by the DIKU-type playstyle. Some go so far as to say that you have to have a gamemaster, rules, and story for it to truly be an RPG. Our Senior Editor Brianna Royce suggested in the interview with Star Wars: The Old Republic Community Manager Stephen Reid that BioWare is "putting the RPG back into MMORPGs," to which Reid replied in general agreement, "I think that's part of it. It's really about allowing you to experience real choice in a great story." The phrase "putting the RP back into MMORPG" (or something very similar) was used a couple of times in "booth chat" with developers of SWTOR. It was good to see a developer respond to that phrase. But is it true? Does SWTOR put the RP back into the MMORPG? What makes an RPG an RPG? Does SWTOR fit that bill? How will it will work with traditional MMO roleplayers? Join me past the break to find out.

  • Hyperspace Beacon: Star Wars Galaxies 2

    by 
    Larry Everett
    Larry Everett
    10.05.2010

    It happens all the time: When a new game is coming out we attempt to compare it to something familiar. "Jumpgate Evolution is like EVE combined with Star Wars Galaxies: Jump to Lightspeed." "Guild Wars 2's battles are scalable like Warhammer's." Even Rich Vogel, the Executive Producer for Star Wars: The Old Republic, couldn't get away from comparing his crafting system to an existing MMO when we interviewed him at E3. "It will be very similar to what WoW has," is what he said. Granted, Blaine Christine later set our minds at ease at PAX: "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation." Unfortunately, the stigma of comparison was already there. One of my favorite features of MMO creation is the fact that there are no real rules regarding gameplay style. Granted, in the early days of MMO design, a creator had to consider the heavy latency of dial-up connections, so most games were designed to be turn-based. However, now there really is no limit to gameplay style, so there are no rules regarding what makes a game an MMO besides its having a persistent online world. There are no rules that say a game must have similar gameplay to other games that came before, even a prequel. Guild Wars 2 is a great example of this, yet people, inevitably, are going to attempt to compare Guild Wars and its sequel -- sometimes to the point of being unfair about it. Current Star Wars fans cannot help but compare SWTOR to Star Wars Galaxies. Follow me after the break as I make an attempt to debunk this stigma.

  • Anti-Aliased: Don't hate the playa, hate the developa

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.19.2010

    So I noticed something last week, in the comments section of my piece on UI design, that finally kicked me back into "endless rant" mode. It's a sentiment that I've noticed in the video game community at large for a while now, but I never really knew how to approach it until recently, thanks to my own life experiences with games. It's an idea that's pretty misinformed on how the industry works. It's the idea that the developers behind any given game are an idiots. According to commenters, they're all blind, non-gamer morons, bumbling around in the dark without the slightest sense of what game mechanics are actually fun. Why are these bumbling morons in the industry? Why don't they listen to the endless array of golden ideas that pop up on game forums? Don't they realize that these revolutionary ideas will turn every game into double-rainbow-crapping unicorns? Why haven't 15% of my readers (a totally accurate statistic, mind you) figured out how sarcastic I'm being at this point in the introduction? This week we're going after some of the common misconceptions about developers and game design, and how making a game as complex as an MMO is really never as easy as you claim it is.

  • Anti-Aliased: Rogue rage

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.17.2009

    There's always a rogue. Doesn't matter what setting you're really dealing with either. Medieval times? Rogues. Renaissance? Professional rogues. Great Depression? Organized crime. Modern day? Thieves. Sci-fi? Assassins. It's the one job that follows you no matter where you go. Yet, I don't think we utilize our fine shadowy friends well. No, let me say it even stronger, we've sidestepped our shadowsteppers. Rogues use to be more than backstabbers and cutpurses, but since the traditional MMORPG model has taken over, our rogues have taken steps backwards. No guys, this isn't just some rant thread about how the rogue classes needs uber l33t buffs. This is about how the class plays at its very core across all games. This is about taking advantage of a class's passive abilities and how just a few new tricks of the trade can aid social gameplay for everyone.