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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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I’m a stupid retard from /vst/ but I want into rpgs. For the autists who can 1000+ hours a rpg game, how do you role play? I guess I do the same with strategy games but it’s been a map viewing simulator mostly instead of character or narrative driven plots.

>inb4 aphantasia fag and no imagination NPC
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>>3837815
>how do you role play?
Make the choices that your character would make, not the choices that you the player would make.
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>>3837815
Do you ever read a book? Watch a movie? Have you ever experienced a story in any form of media?
If you have, then imagine what it would be like for that story to react to your choices. Some games are more open-ended about the impact your choices can have than others, mostly due to the limitations of technology in that era.
What if you were playing as Gandalf and you didn't forget about the fucking eagles? What if you were Luke Skywalker, would you forgive your father?
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>>3837815
>rpg game
Go back.
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>>3837815
play ck2, a mix of both
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>>3837825
>>3837827
Good posts. What remains to be added is that a good RPG should support this mechanically.
For example, a diplomatic player's character can prevent or defuse a conflict while others would not have that option. Whether it is enabled by class, attributes, skills, player's choices (not necessarily limited to dialogues) tracked in a hidden manner like via flags, or a combination of them all, is largely irrelevant as long as it happens. This is perhaps the most common kind of example now while intimidation, especially in the form of limited aggression/violence, is nearly non-existent now both in such hypotheticals and in RPGs themselves. The potential range of such choice->consequence options enabled through player's choice is in theory limitless but in practice computer adaptations of tabletop games or implementations of ideas will always be limited so keep that in mind. There will inevitably be situations where a good alternative solution that would play to your PC's strengths (or even sometimes weaknesses) should be available but the game's creators did not add it.
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>>3837815
A large majority of 'rpg' games on this board are not RPGs. RPGs are supposed to give you real choice. I think the only game I find that gives me real choice is Alpha Protocol.
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>>3838168
You will NEVER get a game that open-ended because the scope is pants on head retarded. Every limitation in vidya is caused by budget, time or both. If devs were capable of making 5000 hour fully-reactive worlds where every PC has a completely different story, they'd be all over it.
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>>3838194
>open-ended
Read again.
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>>3838194
What's more is that people hardly even notice or appreciate choices they're granted, so all that work goes to waste.

It's probably best to forget narrative choices, and focus on "automating" it through systems and mechanics.
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>>3838198
What does "narrative choices" mean when opposed to mechanics? Different choices in dialogues that only exist for flavour? Nothing wrong with that but it's better to track them and alter further interactions even if only in a minor way.
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>>3837815
>I guess I do the same with strategy games but it’s been a map viewing simulator mostly instead of character or narrative driven plots.
Imagine a turn-based strategy/tactics game with a special ops dynamic, where you can run certain missions with very small number of units that focus on the tactical decisions of each unit. An RPG essentially takes the idea of a special ops mission, replaces the warfare/mission context with more broad adventuring, and increases the emphasis on the units themselves and their growth and abilities. That's the essence of an RPG. Everything else that people associate with RPGs (eg story and """narrative choice""") is downstream of this.



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