you would think is the opposite, but videogames have far more variety in terms of worlds and mechanics than ttrpgs who are just a rehashing of dnd slop both in mechanics and generic worlds. why is this?
>>97672227Have you tried playing any other tabletop rpgs besides D&D, OP?
>worldsDebatable, there's a few that stand out, most of them are generic enough. You can name the exceptions all you want, they are named because they stand out from the sea of mediocre games below them.>mechanicsThey are often enough based on tabletop mechanics in the first place, and the ones that aren't share a ton of elements because they have to meet genre expectations.On the tabletop side of things, the game is ultimately unimaginative due to the GM, and sometimes the players as well.
>>97672227One distinction is that for tabletop games, playing a new system requires reading the rules and learning how it works, because you have to do everything manually. The average vidya player can load up a new FPS and still play without needing to actively know how much damage each gun deals.And once you clear that hurdle, you also need to find a group willing to play it. Unlike vidya where they're generally either single-player or just matchmake you with other people. It's also more of a commitment, since you can't just hop on for a quick 30 minutes when everyone is online.All of this means that many tabletop players who started with DnD never branch out to anything else, because they already read one 300 page rulebook and don't want to go through the trouble of reading another one. Especially when whatever game they try is going to be harder to find a group for.The games that do different things are out there. You've just never bothered to look.
>>97672271>he thinks they've even played dnd
>>97672227>why is this?I believe this is a (You) problem.
>>97672271OP the gaylord of the stupid lands never played any tabletop game. If he even played D&D he would never made this thread.
>>97672328As someone who only played DnD, I would also add that campaigns tend to go for a while, so I'm not going to leave my current game just to try a new system.
Wow another obvious bait thread that you tards will keep posting in until bump limit.
>>97672544Yes.
>>97672227Mechanically, being able to largely automate and simplify the process of implementing complex systems allows vidya to get far more adventurous and in-depth with their systems and character building, as well as how they are used.Setting-wise, vidya benefits from having to actually fully create their worlds and make them explorable and interactable to an extent. So it's not just words on a page and stat blocks in the back of a book which might be used or that players might visit and have the GM read off a blurb about how the city is big and there's lots of people in it. Instead, nearly everything made for a vidya is something that the player will interact with, will see, and will move through. Plus they have the explicit benefit of being an audio-visual medium, meaning players don't have to imagine or come up with anything. The world exists, in the game, and they can see it as the creators intended it to look.As for why TTRPG settings are more imaginative, that's somewhat harder to nail down. Obviously, like other anons have pointed out, vidya benefits in a lot of ways that TTRPGs struggle. Sit down, play it as long as you want, whenever you have time, and then put it away. You don't need to sit and listen to someone explain it, or try to hold up pictures, or do their best to evoke the mood and feel they want. With 3d games, there's also the fact that you can get a lot of "play" out of simply walking around those vidya worlds. Not making skillchecks or fighting anything. Just walking around. Taking in the vibes. Casually jumping around and enjoying the visuals as well as the mild fun that comes with platforming around. TTRPGs don't really get to have that. 1/2
>>97674227Beyond that, I'd say many designers are worried about how many people will be turned away if they feel like there is too much to learn (and thus too much to teach to players) to get people invested in a truly unique setting. There's also the problem of needing to then create character options and mechanics to then reflect that world. This can quickly turn into reinventing the wheel or just doing what most lazy designers do these days and taking 5e, but offering a handful of unique subclasses. I think people who arrive at that possibility for a project would sooner give up than waste the time trying to contain an entire unique setting in a scant few hundred pages, just for the majority of players to never even read it. Unless they can package it and pre-sell it through kickstarter on the promise of lots and lots of cool art, as many 5e setting books with minimal subclass flavoring have done, there's really no point in trying to make it at all. And if the setting is truly weird and far removed from the generic faux-medieval D&D-isms, and far more imaginative, the odds of getting people interested in the first place are going to be way slimmer... Unless what they are doing is just copying an existing video game or anime setting in the first place. >It's like monster hunter, but in D&D form>It's like ghibli movies, but in D&D form>It's like Dark Souls, but in D&D formYou get the idea.None of this is meant to excuse this sort of cowardice. I think designers who want to be D&D popular so badly that they abandon all imagination, creativity, and self-respect are faggots. I understand and respect that making a whole TTRPG system from the ground up is very hard, and the idea that people may not buy it kills motivation, but all they're doing is reinforcing the current attitudes and systems that keep D&D and other bland, boring bullshit as the biggest spotlight hog in the hobby.2/2
>>97672227>using JRPGs as an example of creativitylmao
>>97674227I would say is harder to make a videogame than an rpg, yet every ttrpg designer wants to be dnd so bad for some reason
>>97674358Not only are TTRPGs easier to make, but they are magnitudes cheaper and faster to go from idea to designing, to production, compared to vidya, and especially full 3D RPG vidya. The issue is that TTRPGs take just enough time, effort, and money to make people second guess investing in them if they don't feel like sales are guaranteed. That's a lot of art to commision, a few hundred pages that need layout, and the whole proofing and playtesting process to go with it.This is why so many "artpunk" games blew up in the last few years. Books that can be sold on vibes and premise alone can make lots of money, but trying to sell people on mechanics is almost impossible when even the people who will buy a game may never play it, and people who might buy it are more likely to pass if the system isn't something familiar.
>>97672227>WorldsPeople are all in a fucking grift now and won't release anything unless they think it can sell. If you go back even 10 years things were happening in free RPGs. Darkshire can show you what used to be possible when this was a hobby, not an "industry.">mechanicsHigh elegance requirements. Look at how complex a game like D&D can be, per turn. Now look at something like KotOR 1 or 2. Five attacks per turn with 1-4 conditional rolls per attack is fine if a computer automates it all. If you have to manually do everything then the mechanical space shrinks dramatically.
>>97672227You seem to have very little experience with TTRPGs
>>97677882I would complain about a ttrpg being kind of common in terms of mechanics if at least the settings were most imaginative. But as it is right now any run of the mill RPG in video game format is more varied in both fields than most RPGs. It's a bit surreal.
>>97672227Vidya is a visual medium and its far easier just show you their cool larger than life fantasy locations, than to invoke the same feeling with mere words