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Topic: Tabletop to CRPG? Share your thoughts...
Started by: exploreRPG
Started on: 8/19/2005
Board: RPG Theory


On 8/19/2005 at 11:00pm, exploreRPG wrote:
Tabletop to CRPG? Share your thoughts...

I am a professional software engineer that has also developed what I think to be a near-perfect model for table-top RPGs to be converted to CRPGs. My design, while it does mimmic the Infinite Engine, or the d20 rules set allows for RPGs from any genre to be re-created using percentage based stats.

Explorations features a 100% database design.. It allows for sharable objects with graphics, sounds, and special effects to be imported & exported from the engine. Explorations is designed to allow game "scenarios" to be recreated from PnP modules similar to those featured in Dungeon or Dragon Magazine.

I'm an old-scholl RPG lover so it has taken me 10 years to perfect this engine. The interface is drag & drop and has enough support tools to make game development more efficient the more its used. Enough of my babble.. Please take some time to read the links below and tell me what you think.

(A lot of information below..You can skip to the screenshots if u need more encouragement. :) )
Here are some links of interest..
- Make Better RPG's not just better Graphics..

- Explorations Summary

- Explorations ShowCase

- Scenario Scripting

Explorations is NOT freeware.. It is the core engine I'll be using to produce my 1st commercial game, and MMO game world. Every game created with Explorations supports up to 10players on line as a party, or can be played as a MMO game world.

Explorations (Official Home)
http://www.explore-rpg.com

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On 8/25/2005 at 8:01pm, M. J. Young wrote:
Re: Tabletop to CRPG? Share your thoughts...

Welcome to the Forge. Care to share a name by which we can address you? We tend to be a real-names place here, even among those who use screen names on their posts.

I don't want to minimize what you've done, as it's clear that you've accomplished a great deal. What I'm not seeing is how, or even whether, Explore RPG handles the more innovative concepts in current games, such as Legends of Alyria, Sorcerer, My Life With Master, Universalis. In particular, does it manage the transition between the task-based resolution of older games such as D&D to the outcome-based resolution of games such as Alyria, and how does it allow players to creatively narrate outcomes when they fall in their favor?

If you don't understand what I'm saying, probably you aren't as familiar with the world of PnP role playing, particularly in its current aspects. This is a good place to become familiar with these newer approaches. Many people would like to see role playing games that handle narrativist objectives and drama mechanics, but this quest is hampered by the tendency of CRPGs to be emulating older fortune/karma driven games with simulationist and gamist objectives. That is, around here people are struggling with the questions of how to make a computer game in which the player decides what happens in order to make a statement about a moral or personal issue expressed through the character, in which the "object of the game" has nothing to do really with what the character is trying to achieve or solve but with whether the player is able to make such a statement through the events of play.

I'd invite you to read some of the articles, particularly The Provisional Glossary which summarizes quite a lot of current thought, and my own Applied Theory which attempts to illustrate many of the ideas in application. I'd also mention a three part series at Places to Go, People to Be entitled Theory 101 which attempts to cover a lot of the basics. The first part, System and the Shared Imagined Space, which discusses how role playing games work in a fundamental way, and the second part, The Impossible Thing Before Breakfast, which speaks of the relationship between the person running the game and those playing it, may help you considerably in understanding what a CRPG would have to do to truly handle what modern role playing games are doing. The third part, Creative Agenda, is not yet out, but when it appears it should provide significant help in connection with some of the terminology used here, as well as explaining why some players really like some games and others don't like those same games at all.

I hope this helps. Thanks for sharing your ideas. I can see an engine like that being very useful in developing a Multiverser CRPG, although I'm not sure whether that's a direction I really want to pursue at present.

--M. J. Young

Forge Reference Links:

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On 8/25/2005 at 11:01pm, Gordon C. Landis wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

And if you're interested in some of the other approaches being taken with computers, RPGs and storytelling, I can point you at Greg Costikyan's weblog (http://www.costik.com/weblog/), Chris Crawford's Erazmatron (http://www.erasmatazz.com/), and the actually-runable Facade at http://www.interactivestory.net/.  That last site also has an excellent links section for more exploration.

None of which, as M.J. Young says, should be seen as an attempt to minimize what you've done in Explorations, which looks cool!  Congratulations on getting something like that working - I understand how hard both software and game design can be.  I definitely like the idea of a growing "indie" computer game community as well as indie tabletop games, so - thanks!

One thing that would be interesting to hear more from you on is just exactly what about the tabletop RPG experience you are trying to capture in Explorations.  The links M.J has pointed out are great for learning how we talk about that kind of thing here, but an initial "in your own words" post might be cool as well.  And again, welcome to the Forge,

Gordon

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On 9/15/2005 at 3:06am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Hi guys..

I'm sorry it took me so long to return to this forum. First, let me introduce myself.. I am Tyrone W. Lee.. I'm a Lead software developer who has spent the past 10+ years trying to develop game engine capable of table-top PnP rpgs. I also grew up in the days of AD&D and ShadowRun. Without turning this into a shameless self promotion I'll highlight the 3 aspects of Explorations that takes the "next-step" in rpg development.

1) A full database design.. Explorations uses standard stats design to relate objects, characters, and maps. This database design allows for interoperability. Create a spell include the effects, sound effects, and animations and simply package the entire spell as an .EOBJ object for anyone to use. Explorations seperates yet binds the functionality data, graphics, and sound.  You can bind object, sprites, and scenarios to form unique re-usable game objects. (The Weaponshop scenario is an object I created.)

2) To accomplish the dynamics of PnP rpgs means scripting or some form of programming. Explorations has a very nice A.I. based script design. Apply scripts to objects, sprites, or maps to simulate the moral or personal issues within your game. Basically, you are acting as if you are playing the table top game as you are designing it. You can add/save factoids as you script the game to simulate this effect..

Lets be realistic.. When you play a PnP rpg, the DM will jot notes on the players behavior and based on his notes he ad-libs his story. Explorations attempts to remove the work from graphics, animation, and programming to allow you to have more time to consider this "ad-lib" game development style during your scripting. You will never script every possibility, but you'll have more free time to encorporate this because of all the support tools Explorations provides.

By designing tables you can use a simple variable for <overall happiness>. And as the game is being scripted you are adjusting this variable based on the players decisions during the game. +/- here and there to determine his overall happiness. As you script your game u make the decision just as if you were playing a PnP game and taking notes.

You use this variable at any time during the game and construct your game around it. The AI scripting is designed by you.. its a high-level programming language design for rpg development.

The example I posted regarding "Better RPG's not just better Graphics" was taken from a passage from Dungeon Magazine. Explorations design was centered around taking a PnP story organized as text in this form and scripting a CRPG. You'll notice this PnP stories always have a series of If/Then statements for the DM to consider. This is where your scripting comes in. The script engine is scriptable, so new commands are added when discovered and based on the knowledge I see here, you guys could really enhance the command base of Explorations scripting.

From my opinion AI is achieved by gathering information and collecting relative data to make logical decisions. This is best achieved with databases. Explorations is an open ended data-management system, so RPGs from any genre can be created. This means you control the game ruleset. The fixed stats were intended to be generic and acceptable in any rpg genre.

Some of the key feature of AI are pathfinding and programming NPCs to use some form of intelligence. Explorations scripting has functions such as FindCover{}, FindPerpendicularLocation{} and relative movement and position functions that are derived to allow NPCs to analyze the position of other sprites in relation to its own position for a given purpose.

How you use these functions are up to you.. But they are available.

I will download facade.. I've seen it but was unsure of if it was a safe download. :)

I hope many of you can add some of your ideas to my forum.. I'm really interested in hearing these concepts.

here's a piece of eye candy..
[img]http://www.explore-rpg.com/forumImages/editorScreen7.png[/img]

Tyrone W. Lee
Explorations RPG System
http://www.explore-rpg.com

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On 9/15/2005 at 10:06pm, M. J. Young wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

I think I'm getting a glimmer of what you're saying here. If I've got you right, this is not so much a solo CRPG as a role playing game platform through which a referee can run games enhanced by graphics and self-operating elements--something like NeverWinter Nights, if I understand that correctly. You would still have a human being ultimately behind everything, but the computer would facilitate expression of the shared imagined space and streamline a lot of the aspects at which computers are better than people (e.g., rapid number crunching for combat situations).

Am I on the right track here?

--M. J. Young

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On 9/17/2005 at 12:16am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

No..

Explorations doesn't offer "Live" DM support.. It's a computer rpg engine. The "live" DM, was an idea that I cosindered but never spent time to develop. The theory behind the design is to all you to script the AI that you would normally do if you were sitting at the table playing a PnP game. PnP modules such as the one I mentioned (above) explain all the "What If" scenarios and give you ideas on how to ad-lib the game accordingly.

Explorations allows this to be scripted. Based on how you design your game world, you can allow morality, or other parameters to be a factor in how NPCs react to players. It's simply a matter of quantifying the parameter into a value the computer can manage. That coupled with databases offers the dynamics to do what you like.

I guess, Explorations is best viewed as a standard framework for any RPG to be created. I've tried to take the "common" fixed areas of rpgs (character stats) and build hundreds of game features, tools, and database algorithms to support the more complicated game features. (AI, pathfinding etc..) There is no such thing as a"one-size fits all."  But I'm proud to say, Explorations is as close as you can get without falling into the arena of "cookie-cutter" game engines. The database design allows every object to cross-reference to allow virtually infinite possibilities..

Explorations games don't "help you along." You are dropped into a free-form world where the story is taking place whether you participate or not. (Time based scripting etc..)

The overall goal of Explorations was to possibly package a CD rpg game of every PnP module that was submitted and published to Dungeon Magazine. Buy the book, read the stories.. play the game.. ;)

Hope I clarified everything.. BTW, why can't I edit posts I make? I always have spelling mistakes..

Tye

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On 9/17/2005 at 12:22am, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

exploreRPG wrote:
The theory behind the design is to all you to script the AI that you would normally do if you were sitting at the table playing a PnP game.


I don't understand.  What AI do I script when I'm sitting at the table?

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On 9/17/2005 at 12:34am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Here's a scenario..

[code]
The party enters the house of a wizard that they need to determine the location of a magical gem. When they enter the wizards home, there are 2 assassins already there. They are attempting to put an end to the wizard, once and for all.
[/code]

Based on what the PC's do, you have to make the NPCs respond with intelligence. Sure combat is pretty fixed. But you can allow the wizard to begin telling the important clues to the quest while fighting, especially if the wizard is getting his butt kicked.

If the wizard doesn't get to tell the players anything the game engine just sits there. The players must search the house and figure out what the wizard was going to tell them by other means..

If the part members defeat the assassins.. The wizard sits down with them and the story continues as normal.

These are all what if outcomes that can be scripted..

Games like Metal Gear Solid made some great steps in AI with the use of stealth based gameplay. But remember, when you walk on water puddles, it makes a noise, and the guards goes to investigate. This is AI. furthermore, if the noise persists, the guard could call some friends to do a thorough search of the compound. Thus, causing the chance of being detected to increase dramatically.

Basically, Explorations allows you to create a scenario.. And ask yourself.. What whould I do in this situation. Then you script for each out-come. Always trying to keep in mind there is a "default" fall through that reveals the key points of the game/story of the players are a little "slow".. (he he) Once the scenario is scripted it can be exported and packages as a re-usable game object. Its saved in a .EMAP file format so you can script/create other scenarios.

Does this help?

Tye

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On 9/17/2005 at 1:20am, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

To me, your scripting utility is a TREMENDOUS weakness in the design.

When the players do something unexpected in a FTF tabletop game, that's a golden moment.  If I'm there in person, I get to participate in it, experience it, enhance it and react to it.  Their creativity is rewarded.

This is a good thing.

If the players try to do something unexpected in a scripted CRPG... one of two things happens.  Either they are completely unable to try, or it fails utterly.  Their creativity has been stomped flat.

This is a bad thing.

I would MUCH rather see a game where I can control the settings of the game AS THE PLAYERS EXPERIENCE IT.  I'd like to be able to point-and-click on creatures to make them talk, move, etc. if the players depart from what I've prepared.  I'd like to have a tool like in Dungeon Keeper 2, where I can "posess" a creature and direct it in first-person.  I'd like to have a library of creatures that I can pull in if the situation warrants.

I should be able to communicate with the players "out of character".  If a scene needs to end, I should be able to initiate a fade to black.

And scripting should be as UNlike computer programming as possible.

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On 9/17/2005 at 4:55am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Vaxalon,

You are missing a very critical point.. What you want is a "live" DM game.  Which is very simple to do, its just a matter of putting the controls over any current game engine to make the effects trigger/run live. (no brainer)

Explorations wasn't designed for "live" DMs. It was designed to capture what is expressed in written DnD modules as explained above. Making a PC fully intelligent is not the scope of a game engine. Expecting it is ridiculous. At best, you can free up the game developers time so that he can incorporate better game scripts.. (moving in the direction of AI.)

You consider the scripting utility a "TREMENDOUS" weakness.. But you fail to realize that scripting of some sort is required for AI of any type. PC's don't respond to a humans voice,so there would obviously be some form of coding or scripting whether u see it or not. ;)

Saying that.. my script language is in fact scriptable.. Allowing users to build premade macros from the core script commands and syntax parameters.. Allowing multiple command groups to be run in sequence. If this was applied to your "live" DM expectations, it would make controlling sprites a 1 step process rather than 2.


I would MUCH rather see a game where I can control the settings of the game AS THE PLAYERS EXPERIENCE IT.  I'd like to be able to point-and-click on creatures to make them talk, move, etc. if the players depart from what I've prepared.  I'd like to have a tool like in Dungeon Keeper 2, where I can "posess" a creature and direct it in first-person.  I'd like to have a library of creatures that I can pull in if the situation warrants.


You can do this naturally within Explorations.. The engine started there and improved to time-based scripts.. Could you give an example? Just saying "I'd like to be able to point * click on creatures to make them talk and move, etc.."  doesn't say much.

You can point click and control sprites in Explorations and many other game engines.. And u can make the response change based on what the players do.. As in the steath/guard example..

Script the NPCs general "job" for that day.. He patrols...
If he hears a noise he investigates.. If not he will continue to patrol.
He may fall asleep.. He could take a lunch break, or whatever. Either way, you script the course of an entire "day" for the NPC..And then offer AI checks to deviate from the standard path.

Basically thats what happens in our lives.. We goto work and have a pretty routine day.. If there is an accident on the road you take to work, you take an alternate route. You respond to the surroundings.. Once you have established this general AI script.. You can add randomness later that can be based on NPC stats.. You can equate the level of the "incident" to adjust the degree that the NPC reacts.

As a software developer, I don't really see any better way to accomplish AI.

When the player does something "unexpected" you said they should be rewarded. This is obsurd. What if the players did something totally stupid.. for which they should be penalized. In anycase their action has to be analyzed and evaluated on the situation. At best, if you can equate actions to a computer comparable value, with databases you can attempt to determine if the action should be rewarded or penalized.

If you used MS Word spell checker, it has the ability to "sound out" mispelled words to find like words and offer suggestions. I have a spell check within Explorations that does the same. Basically, it forces a numerical value for vowel sounds and established a table of comparison. If you can compare, you can estable a good/bad relationship and make the game behave accordingly *without* a live DM. - is it perfect? no.. But it is the foundation for powerful AI comparisons.

If you are hooked on a "live" DM... The software required to do it, is nothing more than a digital front end to table top RPGS. The control behind it is still human, and requiring a live person to make the game playable.. I thought this thread was about attempting to incorporate the AI humans use to "ad-lib" a table top RPG within a packaged software product. Creating a "live" DM engine isn't really that impressive...  Making smarter RPG engines with A.I. assisted scripts takes some effort. ;)

Tye

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On 9/17/2005 at 10:07pm, Noon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Hello Tye,

What Vax is refering to, I think, is basically a role reversal of GM and player. In a game, a GM might challenge a player with a particular situation. HOWEVER, the player might then come up with such a good responce it then goes on to challenge the GM. In this way, the player has sort of becomes GM for a moment, and the GM becomes player.

When the player does something "unexpected" you said they should be rewarded. This is obsurd. What if the players did something totally stupid.. for which they should be penalized. In anycase their action has to be analyzed and evaluated on the situation. At best, if you can equate actions to a computer comparable value, with databases you can attempt to determine if the action should be rewarded or penalized.

The player wont do something totally stupid in table top play, because that wont result in anything interesting from the GM, either in responce or most importantly, in peer appreciation.

Is computer GM to player/player to GM possible in a computer RPG? I think it is, and you've already been talking about it. I've done this in the PS2 game mercenaries, where I've toyed with enemy soldiers, spooking them, sneaking up on them, lobbing multiple flashbangs at 'em, pushing them in various ways to see what behaviours I can get out of them. You've already talked about scripting such things, but you probably just thought it was to challenge the player, right?

The fun thing is when in game resources flip the GM/player rolls back and forth. Say I'm toying with a soldier and really making him sweat...then a buddy of his runs out with an RPG and shoots me! Now I'm at 1 HP and running from the dude I was toying with. This basically would happen alot in mercenaries and I liked it.

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On 9/18/2005 at 3:32am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...


Is computer GM to player/player to GM possible in a computer RPG? I think it is, and you've already been talking about it. I've done this in the PS2 game mercenaries, where I've toyed with enemy soldiers, spooking them, sneaking up on them, lobbing multiple flashbangs at 'em, pushing them in various ways to see what behaviours I can get out of them. You've already talked about scripting such things, but you probably just thought it was to challenge the player, right?

The fun thing is when in game resources flip the GM/player rolls back and forth. Say I'm toying with a soldier and really making him sweat...then a buddy of his runs out with an RPG and shoots me! Now I'm at 1 HP and running from the dude I was toying with. This basically would happen alot in mercenaries and I liked it.


Yes... And I agree 150%.. But I didn't consider this a "role reversal".. I still consider the GM being the GM.. And for a reason.. It keeps logical order in the software world.. :)

But saying that a script language can't/ or is a "TREMENDOUS" weakness is not true. Premade scripts can ease the burden of being a live GM. Furthermore, lets look at some problems live GM's style games.

Games that support split party.. (no games yet..) Explorations allows each player to split-up and exist anywhere in the game world. On table top games, the GM would go back  forth between players intervals to share the gaming experience.. "15 minutes of game play, and meanwhile...."

With a CRPG, this isn't going to work.. If the party splits up they want to play.. They don't want to sit and wait while the live GM point clicks and adventure together for the other partymembers.. Instead, let the computer aid in the gameplay while a live GM overlays "live enhancements"..

Now.. Explorations doesn't support live GM but thats how I would achieve it.. The game can have tons of premade AI scripts.. You can make the sprites as smart as you like.. For example..

There is a general knowledge database for each map. In theory, you can walk up to ANY NPC and ask him where the weaponshop is located. You can create search tags, for weapons shop. And apply a response statement describing where the shop is located.. (You can even make the script roll an INT check.) failing the check means the NPC doesn't know.

During the scripting process.. You can lay out the scenario and problem that is to be solved. You can then script the range of actions that could yield a reward or penalty. (You say people won't do something stupid, be we know human nature.) And furthermore a player who rolls a character with a LOW intelligence can't play like Einstien, it simply makes the character look un-realistic.

As a GM it just means you plan ahead.. Consider the possibilities and script for it.. You'll never get every possibility, but with databases, look-up information, and custom variables to monitor the situation you can make reactions occur. Explorations allows this to happen. And it's design decreases alot of the graphics & animation work so you can concentrate on scenarios and AI.

The Weaponshop example is a full day scripted for a functioning weapons shop. (pass #1 scripting) I can now apply scripts that detect thieves, and cause the guards to attack.. I can now add scripts of "accidents" that cause the guards to leave for emergency reasons.

When u enter the shop.. it will function like a real weapons shop.. People will enter and leave like they have a purpose. The shop keeper is scripted to talk to NPCs. How much you script, or add to the interaction is up  to you.. So the limit is up to the work u put into it. Explorations supports relative movement and scripts, so positions can be calculated at an instance.

Within Explorations Combat.. NPCs can fight each other.. They have a demeanor value, and a loyalty value. If a group of NPCs attack a PC in hand2hand combat, while another NPC uses a distance weapon.. If the NPC with the distance weapon accidently shoots his friends, it is a possibility they will consider him a traitor and attack him. I am working on some "group concensus" AI.. So that NPCs analyze like NPCs and follow the "central leader" in combat...

There is also formations, attack patterns, divide & concur.. and tons of ideas that make NPCs look intelligent..

I sincerely thing the tools are there.. More can be added, but I'd love to hear some clear examples of a scenario that I could *attempt* to reproduce within Explorations.

Tye

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On 9/18/2005 at 3:43am, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

exploreRPG wrote:

Now.. Explorations doesn't support live GM but thats how I would achieve it.. The game can have tons of premade AI scripts.. You can make the sprites as smart as you like.. ...


Eh... I don't think you understand.

I'm saying, "When the players think of something I didn't think of, that's a good thing, and I don't want to crush it, and that requires that I *be there*."

You seem to be responding, "But you can handle everything you can think of in the game!  Just keep making scripts!"

Do you see that that's an inadequate response?

The reason I play RPGs rather than CRPGs is because the only limit is the COLLECTIVE imagination of the players, and the rather light limitations of the ruleset..  In your game, the limits are MY imagination, and the structural limitations of the engine.  Do you see that there is more limitation in the latter compared to the former?

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On 9/18/2005 at 7:23am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Well.. I'm telling you that your expectation is not practical. Expecting to make a "perfect" game is not realistic. Especting to make a game with full GM interaction that is real-time is also not very practical.

1) How many people are u saying can play in this world?
2) The split party issue I discussed will cause major problems if you expect to live GM the game.

I'm saying that you script as much as possible ahead of time, and your overlay live enhancements. You say my response is "inadequate" but your expectation is unrealistic. If you expect to 100% live GM a video game, you'll have ALOT of dead-space in your game.Points where the player waits while you make up the game.

Of course there are limitations when comparing a CRPG to a table top RPG. The moment a variable is declared you have established a limit. If you say, I'm make a character for a CRPG and his gold is going to be stored in a Long data-type, you've instantly established a limit on the money any character can posses. Establishing limits is a necessary evil of software development.. (period)

Humans can write stats for a player stating his gold is 1,000,000,000,000,000,000,000,000,000,000,000,000 and that value will not fit into a Long data-type.. There are software developers who write entire applications for BANKS to manipulate REAL monetary transaction that have exceeded normal primatives of a PC.

You are saying... when a player thinks of something you didn't its a "good thing".. And I'm merely pointing out, thats *your opinion*. You must personally like surprises. But that doesn't mean that your idea is a proper aproach to designing a CRPG. You sound as if you expect a CRPG to act "human." - It will never do this.

At best, you can simply make a better quality CRPG with better twists, endings, and more detailed scenarios.

My response is true.. "Just keep making scripts!" - Because this topic is regarding CRPGs, and making them more dynamic. How do you expect to get an idea from your head into a PC? osmosis? Whether is code or scripting, there is going to be a language to help you along..

For example: While you are in your "hypothetical" live GM interface. You (as the GM) would want to be able to broadcast a message to all players.. Or send private messages to specific players.. You see two different button, but you do realize there is software that makes it happen? A script, a function, something...

As soon as you expect to have this GM framework running on a PC, you *MUST* work within the framework and limitations of the PC.. Its like you are saying.. "Design me a software application that runs on a PC and takes up absolutely 0 ram."

From a software design approach, your theory while explains an IDEAL condition is unrealistic. You should always work from a standard an move toward an ideal condition.. NOT assume you can hit the bullseye on the first attempt.

Adding more scripts, more and databases means more information by which to make the PC more human. Giving the PC more data means u have to control/manage the data with more scripts.. These scripts add logic to the application and eventually you establish a balance where general gameplay can be handled by the PC. .And the live GM is needed for overlayed enhancements..

Trying to run an entire PC game live is impossible.. unless u have 8 arms or something...

Start with *realistic* expectations and improve to your ideal condition. That is the attempt of Explorations... If you don't humble your expectations, you spend you entire life complaining and writing endless text on RPG theory without actually *doing* anything.

Tye

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On 9/18/2005 at 1:22pm, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

exploreRPG wrote:
You are saying... when a player thinks of something you didn't its a "good thing".. And I'm merely pointing out, thats *your opinion*. You must personally like surprises. But that doesn't mean that your idea is a proper aproach to designing a CRPG.


This sentence indicates to me that you DO now, understand my position, so I'm done here.

This is clearly an "agree to disagree" moment.

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On 9/18/2005 at 4:19pm, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Yes.. but you have also wasted alot of time and accomplished NOTHING. I understand the position you represent, but I'm here to tell you that in order to achieve it you must first comprise that position and work toward it. To make a CRPG you first have to accept limits.. Not limits applied by a design you don't understand, but simply limits applied be the media of expression. (a computer)

If you can't work within these limits, you will NEVER achieve your goal.. (Which I assume was to make a more realistic, dynamic CRPG.) Tabletop RPGs are realistic and dynamic because it is controlled by a human. How do you capture the essence of a humans ability to ad-lib within a PC?

You first must "give-up" the notion that computers are human.. And work from the other direction. Saying that, Explorations like the RPGs that currently exists are a step from Pacman, to more dynamic games.. Explorations takes the design a little further.

I'm asking you to contribute ideas that inspire more scripts, better logic, and more intuitive human ability. NOT to criticize my methods.. Unless you are a seasoned software developer, you really don't have a leg to stand on. I respect your knowledge of "what table top RPGs" offer, so you should respect the concepts of software development.

Working together is the only way this human-like PC controlled RPG can be achieved. You possess the theory, I posses the know to simulate the theory on a PC. Agree to disagree is a cop-out for lack of fundamental information to back your claim, or expectations.

Instead give me a clear example of an time that you played an table-top RPG and had to ad-lib as situation. Explain the scenario, and the key factors that you feel are logically important. Through examples, a framework can be established. You've complained and criticized but haven't offered 1 example.

Tye

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On 9/18/2005 at 4:57pm, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Okay... here's an easy example.

I was running a Dungeons and Dragons game, years back, in a scenario called "Dragon Mountain".  The dungeons were guarded by a big tribe of kobolds that used tiny tunnels to ambush the PC's and avoid pursuit.  Where they could go crouched over a bit, humans would have to belly-crawl.

The players used a "mass reduce person" spell to make the PC's as small as the kobolds, and run down the tunnels.  Since the spell is normally used to put enemies at a disadvantage, I hadn't thought of it as a problem-solver, and neither had the scenario designer.  For me, this was a "Hey that's nifty!" moment.

Another event (in the same game) involved a set of murder holes and arrow slits that allowed the kobolds to fire poisoned arrows at the PC's from all directions.  A "wall of stone" spell was used to create a corridor-within-a-corridor, which blocked the holes and slits and allowed the PC's to proceed down the corridor unmolested.  I hadn't foreseen this.

At another point, the PC's were confronted by a trap involving a floor made out of pitch-soaked granules of coal that would be set alight.  The players disarmed the trap before it was set off, and then pried up the flooring and shoved it into their portable hole to use as fuel when they wanted to set fires elsewhere in the complex.  I hadn't foreseen this.

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On 9/19/2005 at 12:48am, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Excellent!

And honestly, Explorations could handle 2 out of 3 of the examples you described.. I explain each scenarios and the rules involved to make this work..


The players used a "mass reduce person" spell to make the PC's as small as the kobolds, and run down the tunnels.  Since the spell is normally used to put enemies at a disadvantage, I hadn't thought of it as a problem-solver, and neither had the scenario designer.  For me, this was a "Hey that's nifty!" moment.


This example has to do with the physical size of players.. You can use factiods that are attached to players when a spell is cast.. You can make the kobold tunnels not allow "med - large" sprites pass. The spell makes the PCs small.  Now, you can also make the graphic appearance for the tunnel small and even tell the graphics engine to reduce the sprite in size when the spell is casts.. But the end result still works..

Its a matter of creating real-life factoids to describe the world and condition of a PC. The engine handles the basics but once you apply large, small and other factoids your game can adopt these criteria in any situation. Creating the spell will work anywhere, as the GM u just have to be accurate as to how you create your world. Most GM's would create a small tunnel and say it is "unpassable".. This is being lazy... Instead if the GM was honest in hist design he would describe it accurately.


Another event (in the same game) involved a set of murder holes and arrow slits that allowed the kobolds to fire poisoned arrows at the PC's from all directions.  A "wall of stone" spell was used to create a corridor-within-a-corridor, which blocked the holes and slits and allowed the PC's to proceed down the corridor unmolested.  I hadn't foreseen this.


I love this one the best.. Explorations spells can create physical objects on the map. So you can make a spell that triggers the AddMapGroup{} script command.  A map group can be any graphics item u create, a tree or in this case a wall of stone. The object will physically block movement like a wall you made as the GM. If the players cast several walls they can block off a corridor just as you described.

There wouldn't be game scripting for this.. This is simply how you create the "Wall of Stone spell".. It really makes an in game wall of stone.. There would be some additional GUI control needed for position and direction of the wall but very do able. This wall of stone spell is portable to any RPG, so the information graphics is packaged based on its how it was created.  (The limits & standard design makes this possible.)


At another point, the PC's were confronted by a trap involving a floor made out of pitch-soaked granules of coal that would be set alight.  The players disarmed the trap before it was set off, and then pried up the flooring and shoved it into their portable hole to use as fuel when they wanted to set fires elsewhere in the complex.  I hadn't foreseen this.


This one would require more work as a developer.. Fire is a property of an object that is transferable. As well as the luminance, and burning ability.. I'm sure as I continue to enhance the design I could reach this point. But this would take some work..

I hope you understood what I meant in the 1st 2 examples.. My data relationship allows for real-life adjustments from spell to map. (ie A Wall of Stone Spell can really make a physical wall on the game map.) This was the point of the design. Where the wall is used is at the players discretion. Explorations doesn't help you through your adventure, so people confronted with the example you gave can use the solution u proposed as well as many other solutions.

Such as Invisibility.  Each sprite has a visible property. NPCs can't shoot what they can't see.. The combat and targeting checks for Visible PCs.. If they are not visible they are "ignored."

The Invisibility Spell can be created to toggle T/F this sprite value. The properties included for NPCs and OBJECT design take the first steps for all of these types of rpg development techniques.

Before you assume the script design is a setback, please take some time to check out my website. I think you think the script language is only meant to  "control the game".. But in fact the script language is designed to make OBJECTs really behave like real-life objects within the game. At this point of the design its simple "physical" adjustments, later it could be qualities of fire, burning, & luminence etc..

Tye

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On 9/19/2005 at 1:05am, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

You're still not getting it. 

The system could only handle it IF I HAD THOUGHT OF IT AHEAD OF TIME.  I didn't.  I reacted to it on the spot, and through MY modifications of the game-space, permitted their good ideas to become part of the game experience.  If a human being hadn't been there to adapt on the fly, it wouldn't hae worked.

I understand EXACTLY what you mean in your answer to the first two examples, and your response is a non-sequitur.

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On 9/19/2005 at 1:12am, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

To be more specific:

The properties and purposes you describe would have to have been set up ahead of time for ALL of the possible objects in the game, in such a way that EVERY possible use for all of them, and all possible combinations of them, could be incorporated in the computer game.

I'm not convinced it's possible.

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On 9/19/2005 at 4:48am, Noon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

We need a calm down. Weve got the 'I'm being ever so tensely polite' thing going on.

Vax; The upper limit isn't your imagination, it's what ever has been agreed at the table. If the agreement is that things are alot more restrictive, then that's the agreement.

Tye:

Yes... And I agree 150%.. But I didn't consider this a "role reversal".. I still consider the GM being the GM.. And for a reason.. It keeps logical order in the software world.. :)

Then all your going to code is a fight for supremacy. Where the player fights so he can sometimes become GM and you fight with all your scripts to 'stop him doing stupid things'. The reason players do stupid things, is because that's often the only way left for them to take control...all the reasonable ways of controlling the game have been taken from them by programmers afraid that they'd do something stupid.

Think about how much you love to write up the world and all the fiddly bits and then let it run, to see how it all comes together. See how it's really fun? If you keep this 'The GM is always the GM' then your just saying 'All this fun is for me only, none for you! Even if that's actually what you like about RPG's'.

I know you've got a feeling in your spine that says "If I give the players this, one of them will take it and crap all over the game, then call ME a bad programmer for the crap THEY made! I can't let that happen!". Trust me, apart from the pathetic gamers who crap over everything they come across, this is an easily surmounted issue.

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On 9/19/2005 at 10:58pm, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Vaxium..

You constantly say "I don't get it" but you don't read very well.. I specifically said I wouldn't have to script for the use of the "Stone Wall Spell" I would just have to make the spell. (period) Where you use it is up to you.

In the sample you gave.. There could be a hidden switch that makes the port holes shut. If the players look for the switch the find it. If the Wizard happens to have the ability to cast a stone wall spell, he could use that as well.. I didn't script the scenario to use the spell.. The spell was just created accurately by design..

If you create a spell in a game engine called "Stone Wall".. It should do what it implies.. It should make a stone wall appear. An script-language to allow objects to be made accurately isn't a burden.. Its an asset.  The Stone Wall spell doesn't *stop working* just because its not in the example scenario.. It does what its suppose to.. THUS.. Allowing the PCs to use any method they can think up to solve the problem.

This is what you said you expected, yet you don't seem to comprehend *reality* in software development.

A better example on reality..

Programs that calculate speed, accelleration and gravity. If don't accurately can reproduce it in a game with a great deal of realism. You'd argue that scripting is a "burden".. but scripting can allow the presets for earth gravity to be altered to the Moon, so the game to appear to take place on the moon.. (A burden? No... an accurate implementation of real software.)

I think you have too much THEORY in your head, and too little practical application..

Explorations allows you to build objects.. Just as the writers of AD&D 3rd ed. created the spells. If the players realize a practical application for a spell that I didn't think of.. *Good for them* - I didn't script for it, it simply worked because THE OBJECT WAS CREATED ACCURATELY USING SCRIPT - I hope you get it now..


Then all your going to code is a fight for supremacy. Where the player fights so he can sometimes become GM and you fight with all your scripts to 'stop him doing stupid things'. The reason players do stupid things, is because that's often the only way left for them to take control...all the reasonable ways of controlling the game have been taken from them by programmers afraid that they'd do something stupid.


Code doesn't fight for supremacy.. They work within the framework a developer creates.. (period) If a player sits at a table and does stupid things as his only attempt to play a game, you have to ask yourself if the guy really wants to play the game.. Same with someone playing a PC game.. Sure, its nice to test the limits.. but there is a level of reason one should expect. (Else... why did you just pay $40 for this game?) - Again, its their money, but don't whine about the fact that the game didn't allow you to ignore the point of the game.


Think about how much you love to write up the world and all the fiddly bits and then let it run, to see how it all comes together. See how it's really fun? If you keep this 'The GM is always the GM' then your just saying 'All this fun is for me only, none for you! Even if that's actually what you like about RPG's'.

I know you've got a feeling in your spine that says "If I give the players this, one of them will take it and crap all over the game, then call ME a bad programmer for the crap THEY made! I can't let that happen!". Trust me, apart from the pathetic gamers who crap over everything they come across, this is an easily surmounted issue.


Not true..

The example given had to do with problem solving.. I would create a map with a corridor and murder holes. I would script the secret switch that closes the holes and allows the players to pass.

Within the Spells database I could have tons of spells that could be used to block vision from the murde-holes.. Just as within the spells manual of AD&D the "Stone Wall" spell existed.. The spell is created and explained in text.. The spell is duplicated ACCURATELY to yield the effects as explain in text.. It creates a reall wall in the game.

Thus.. if the players have the spell they could do exactly what Vax. stated.. I didn't "script for it" I simply presented the situation.. How they solve it, is identical to solving the problem in table-top RPGs..

How do you know they should be rewarded for solving the problem?

If they make it to the destination without triggering the pre-scripted solution, they should be rewarded.(period) Its very simple..

The Mass Reduction Example

Again.. The reason why other games can't reproduce this scenario and Explorations can is because the reliance on reality and accuracy.. Other games will create the map with small corridors and say they are blocked from players traversing. Yet the story dialog explains kobolds use these passages..

To make the game accurately, you have to establish a qualifier for why one character can traverse and the other can not. There can be infinite ways to trigger the qualifier, and you don't have to script for them.. You just have to acknowledge the qualifier exists...

You can "assume" I don't get it.. but I do, thats why I created Explorations.. I'm just telling you, you don't have a firm understanding of software design. Before you assume you know everything, accept you know nothing and build from that.

Tye

Lemme try a different approach..

Imagine a game engine that allows you to create maps, scenarios and problems to solve. The same engine allows you to create totally independent objects with functionality to them. These objects are INDEPENDENT. The players don't see or know all of them exists.. But in any given "problem" or "scenario" you create, the players could think of new ways to apply the objects to solving the problem at hand.. (period) - The scenario is partially scripted based on the intent of the GM. The objects are scripted based on reality. And accurately scripted object can over-ride the intent of the GM.. Thus.. bonus..

Hope that adds some light..

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On 9/20/2005 at 4:13am, Noon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Tye, your becoming rude with "You don't comprehend" and "I hope you get it now" comments. And please don't lump me in with Vaxalon, as if I've adopted his arguement and am just backing him up. I'm coming from a different angle, I assure you.

Imagine a game engine that allows you to create maps, scenarios and problems to solve. The same engine allows you to create totally independent objects with functionality to them. These objects are INDEPENDENT. The players don't see or know all of them exists.. But in any given "problem" or "scenario" you create, the players could think of new ways to apply the objects to solving the problem at hand.. (period) - The scenario is partially scripted based on the intent of the GM. The objects are scripted based on reality. And accurately scripted object can over-ride the intent of the GM.. Thus.. bonus..

Tye, that's what I was talking about. What I was saying about players doing stupid things, usually they do stupid things because that's the only way to over-ride the intent of the GM. That was the battle of supremacy I was talking about, that just leads to stupid crap.

One way to let them over-ride the GM without stupid crap, is to model objects on reality. This is the hard way. There is an easier way. But you'll have to shift some personal paradigms about the GM/player divide to do it. Do you want to talk about that or tell us we know nothing again?

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On 9/20/2005 at 6:34am, nikola wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

I can't believe I'm getting drawn into this.

First, let me say: I understand how databases and software work.

Then, let me say this: there's no reason not to let the players have the tools too. Certainly no technical reason. Anyone can write to a database if you let them. Figuring out what they can do with that database interface is a matter of game design. I'll be very interested to see that game, I assure you.

As it stands, it's a game that's designed to prevent me from doing the unexpected, and that doesn't sound like a fun game.

Oo! I know! Nine Worlds! You should read Nine Worlds, a game by Matt Snyder. It has provisions for players creating props of varying efficacy on the fly.

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On 9/20/2005 at 12:31pm, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Exactly!  The way the game is designed, the players are handed a list of allowed actions by the GM, and they have to pick from those.

In a FTF game, the list of allowed actions is MUCH longer.

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On 9/20/2005 at 1:43pm, Ron Edwards wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Hello,

If I don't see some basic courtesy and expression of shared understanding in this thread, immediately, then I'll close it.

Best,
Ron

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On 9/20/2005 at 4:51pm, nikola wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Thanks for reminding us what we're doing here, Ron.

Ex wrote: Explorations wasn't designed for "live" DMs. It was designed to capture what is expressed in written DnD modules as explained above. Making a PC fully intelligent is not the scope of a game engine. Expecting it is ridiculous. At best, you can free up the game developers time so that he can incorporate better game scripts.. (moving in the direction of AI.)


Vaxalon, what's happening here is a simple ol' case of incompatible Creative Agendas. Tye is making a Gamist scenario builder for a Task Resolution-based system, assuming that the players will take a Pawn stance. It seems like he's pretty clear on that desire.

Tye, what you've got here is focused game design. I got no beef with that. You want a scenario builder where players can be challenged by the scenario from a strategic perspective, right? And you want an absolute absence of roll fudging? I'm also assuming that the story is inherently between a party and an external threat, not between party members, right? It seems like you've recognized these assumptions and have built the system to work therein, and it sounds like it works.

I recommend, though, that you dig some of the more recent games that have come out of this forum. Notable ones are Sorcerer, Dogs in the Vineyard, Donjon, and Polaris. Not only would Explorations be unable to so much as represent the character sheets of at least two of these; but it would be unable to represent the core of the games. Nonetheless, I recommend these games specifically because they represent a handful of literally dozens of games that do other things than AD&D and Shadowrun can do. And I bring them up because I want to have an online game that can do those types of things.

I hope the best for Explorations. I really want to see computer games with the indie mentality that has grown up here. Nintendo recently announced a certain level of openness in its new system, allowing independent development where before it's been prohibitive. I hope to see you there, too.

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On 9/20/2005 at 7:55pm, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Ron,

I wasn't "mad" or intending to upset anyone.. Part of my conversation got merged with Callan S. & Vaxium. So please don't take my use of bold facing as anger, just simply emphasis to get my point across.

Callan S. - trying to respond to 2 people made my text read as if I were adressing you. (Sorry)

But to expand on my point..

Before any of you can debate this topic, you have to be realistic. You MUST accept a few limits else, you are simply in this thread to argue for no reason.. The first things you MUST accept is this is about a COMPUTER RPG. Saying that, there are limits.

The limits are confined to a map area, values that can be stored in primative variable or even hard drive space. If you are saying that my design fails because it DOES NOT allow a player to flood your harddrive.. You are right.. I would never expose your machine just to prove a point, but Explorations has the potential to do so..

If you can agree that the RPG experience will take place within the limits of "the game world".. Now you have to ask your self, "What can you do in the game world.."  Another false statement was made..


Vaxalon, what's happening here is a simple ol' case of incompatible Creative Agendas. Tye is making a Gamist scenario builder for a Task Resolution-based system, assuming that the players will take a Pawn stance. It seems like he's pretty clear on that desire.


Totally false.. The scenario is just the start.. the basic layout of the game.. You create a map and add the buildings etc for the basic world.. You create your factions and the underlying communities.. Can the PCs create & destroy in an Exploration world.. Hell yes!

In fact.. They can use the "Stone Wall Spell" and cast it hundreds of times to totally fill the map. They can make the map totally unpassable and thus un-usable and destroy the point of the game.. (Playing in a MMORPG this could be interesting..) - Its a spell, and thus must follow the rules of spells within AD&D. A Dispell Magic can undo such an action. Explorations allows this type of action.

The players can make permanent changes to the game while they play. When they drop a weapon on the map, its there forever. The reason for using databases (Libraries), is to keep a safe copy of the game because players can destroy it.

For the sake of game quality.. The GM can disable all spells on a specific map, but the design allows free will.. Explorations has give almost all the tools the GM has and allowed the players to have it. The GM has the final say by design, but the engine at is core is a free-will engine.

If there is a river within your game that is unpassable.. Can the players build bridges. Yup.. They can build a bridge all the way to the edge of the map that goes to "no where land".. The point? I don't know.. But I don't stop players from having the ability.

When I said the GM ultimately has control it was from a quality assurance aspect, NOT a game design aspect. Quite Frankly, you've never seen my source-code and probably never downloaded the demo. Your assumptions are based on your "opinion" not any actual fact.

The points I've listed within these thread work because they are based on real-life. The only limits placed on Exploration is PC memory, and the amount of work YOU as the GM put into your game. AD&D 1st addition didn't have all the spells of 3rd edition. (period) When you design your 1st game, of course there will be limitted spells and things the player can do. (BUT - if you create every AD&D spell, and script the spell to do the "in-game" equivalent to what it would do in table-top RPGs.. you have duplicated the essence of table top RPGs.)

Again, this works for fireballs, walls, Weather spells, and simple physical and visual effects.. Fire, burning simulations would require more support.. but once the rules are in place I could achieve the desired effect.


I recommend, though, that you dig some of the more recent games that have come out of this forum. Notable ones are Sorcerer, Dogs in the Vineyard, Donjon, and Polaris. Not only would Explorations be unable to so much as represent the character sheets of at least two of these; but it would be unable to represent the core of the games. Nonetheless, I recommend these games specifically because they represent a handful of literally dozens of games that do other things than AD&D and Shadowrun can do. And I bring them up because I want to have an online game that can do those types of things.


And someone posted that I'm being rude?!? You haven't seen nor do you know anything about Explorations. Explorations wasn't designed to repoduce those games.. It was designed as a generic FREE-WILL rpg editor. It can create games from any rpg genre.

Now.. if you, Vax, just don't "believe" what I'm saying fine.. I thought this community was more open-minded. But I've explained what it can do.. I asked for *new* ideas.. It seems instead of being mature, I'm getting alot of pessimistic, negative energy.. I don't need that.


Tye, what you've got here is focused game design. I got no beef with that. You want a scenario builder where players can be challenged by the scenario from a strategic perspective, right? And you want an absolute absence of roll fudging? I'm also assuming that the story is inherently between a party and an external threat, not between party members, right? It seems like you've recognized these assumptions and have built the system to work therein, and it sounds like it works.


It seems as though, that you guys make *ALOT* of assumptions about areas I've yet to discuss.. The story can be anything you design. There is no party to external representation. You can backstab and attack your own part members. You can split the party and go ANYWHERE in the game world created and they may never find you. NPCs fight each other, there is loyalty between NPCs that can be destroyed.

There is teleportation.. Crafted exactly from AD&Ds intended teleport spell.. The PC must select the location to memorize. And at any time (and anywhere) he wishes he can teleport to that location. He can try to memorize a location he can't "see" for and teleport through walls.

The engine is a free will engine... Players can destroy the game world if no quality assurance controls are established by the GM.

I came for inspiration and new ideas... Not to justify my already successful design.. If you don't believe my design fine, I could care less.. I'm not here to sell it to you, I'm here to learn and gather new ideas for the next revision.

If I have offended anyone, I'm sorry. Again.. I hope this clarifies things..

Tye

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On 9/21/2005 at 1:19am, nikola wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

I just don't know what to say here.

Tye, your software doesn't run on my computer. All I know is what I read from the links you posted.

Something weird is happening here: you're saying that this system can perfectly model AD&D spells. I assume there's a facility for doing so with GURPS spells, HERO spells, and the like. How would it deal with Sorcerer spells or Dogs in the Vineyard ceremony? You're making the assumption that those work the same way as those other systems.

Please understand: I'm still in this thread because I very badly want an online RPG system that would support a Narrativist agenda.

Let me give you an example of what I want:

I am playing a game in this online system. You are the GM.

You: The Weaponsmith knows you guys are up to no good. He won't sell to you.
Me: OK, I'll seduce the Weaponsmith's daughter so she'll show me how to get into the shop in the middle of the night.

Here's the important bit: there was no Weaponsmith's Daughter before I said it. It's a good solution to the problem, so if we're sittin' down at a table, you'd say, "Oy, OK, let's roll for it." That is, we'd resolve the issue mechanically, by rolling dice or whatever.

I want, as a player, to be able to make up the Weaponsmith's Daughter as a solution. Obviously, the character didn't create her. I did, the real guy. I have some sort of resource that I can use to develop solutions in the world. Let's call them Makin' Shit Up Points.

This is why I recommended Nine Worlds to you: the resource you gain can be put into props you own, stuff you control.

Without the players having some serious control over the world you're creating, I'm not sure how much drama would really be available.

Also, I don't understand this:


Vaxalon, what's happening here is a simple ol' case of incompatible Creative Agendas. Tye is making a Gamist scenario builder for a Task Resolution-based system, assuming that the players will take a Pawn stance. It seems like he's pretty clear on that desire.


Totally false.. The scenario is just the start.. the basic layout of the game.. You create a map and add the buildings etc for the basic world.. You create your factions and the underlying communities.. Can the PCs create & destroy in an Exploration world.. Hell yes!


How does your statement invalidate mine?

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On 9/21/2005 at 4:17am, Noon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

exploreRPG wrote:
I came for inspiration and new ideas... Not to justify my already successful design.. If you don't believe my design fine, I could care less.. I'm not here to sell it to you, I'm here to learn and gather new ideas for the next revision.

Hi again, Tye,

I think what's happening is sort of like us being presented with a program list that repeats a bunch of comands multiple times, rather than using a loop. Were presented with it because were supposed to provide new ideas, but instead we get into how you could use a loop instead of untidy program design.

Were not meeting your new idea needs at all right now. But imagine if someone presented you with code which could be far more optimised...you'd want to talk about that, wouldn't you? Well, at the forge we don't look at code but ideas and motivations...and see if we can optimise them.

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On 9/21/2005 at 9:04am, Silmenume wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Hello Tye and welcome to the Forge!

I have been following this thread and it seems to me that there is very glaring lack of communication going on.  I am not saying that no effort has been made, rather neither side understands what the other is trying to communicate.  It is frustrating, but let’s see if we can remedy some of the problems.

I don’t know how much you have read here at the Forge, but for expediency’s sake I’ll assume you just jumped right in.  Right on!  The goal of the Forge is to aid role-play game designers design, test, get feedback on, find artists and share information about publishing.  So for RPG design aid you have certainly come to a very good site.

However, in order to facilitate the discussion of designs, hopes, goals, etc., a general theory about role-play was developed over many years, which is now parochially called The Big Model.  You see, the phenomenon of role-play is a substantially more complicated process than most people originally believed.  Verbal tools were slowly and with great difficulty created over time as more and more understanding of role-play was teased out of the examination and discussion of lots and lots of posted game events and experiences.  These discussions mostly took place in the two theory boards, RPG Theory and GNS Model Discussion.  Out of all the blood, sweat and tears that were spilled on those pages over the years a powerful model and an extremely useful vocabulary were born.  The Provisional Glossary can be found here in the Articles section and is a very useful place to start.  Among other things, you will come to find that there are some ideas that are more fundamental than you realize at work in role-playing games than an accurate physics engine or “story telling” and the like.

One of the largest stumbling blocks in this process, from what I can tell, was the discovery, identification and examination of basic assumptions about role-play that we didn’t realize we had.  These unspoken assumptions were derailing many attempts to analyze and understand role-play…and this where I think where the head bumping lies.

Yes we do have a “duty” to reach out to new members to the Forge and help them get up to speed.  Conversely we encourage new comers to take the time to read some of articles and read some threads so that we can then engage is much more fruitful dialogue.

Your initial post indicated, to me, an interest in “making better role-playing games.”  Well, good on ya mate!  Everyone here (at least I hope everyone here) shares a similar interest – especially if we follow the laudable goal to its logical end, “making better role-playing experiences.”

Some of these suggested reading were offered earlier in this thread, it would be very helpful for everyone if you could take the time to do so.  You could ask more succinct questions and we in turn can provide more useful answers.  The key here is to ask questions.  How can we help you if we don’t know what exactly it is that you are trying to accomplish?  Conversely you seem to be frustrated by the questions we are asking in return.  There are certain assumptions in your initial proposition that are fairly problematic and thus don’t lend themselves to solutions without further clarification.  Does this mean that there is an implication that your ideas are bad?  Absolutely not!  But there are some logical conundrums that you aren’t aware of yet.  I think we all understand that there are limitations to what can be done on a computer, however some of those limitations strike at the very heart of the strengths of RPG’s.  Does this mean you are wasting your time?  Not at all.  I know at least two people in this thread have expressed interest in your efforts.  If you can solve some of those limitations then you be viewed as the alchemist who successfully turned lead into gold!  If you skip everything else the one thing I highly recommend you become knowledgeable with is Creative Agendas.  Having done so you will begin to see where some of these issues in this thread originate.

Answering some of these questions will help a lot –

Do you know what a Creative Agenda is?
Are you familiar with the Elements of Exploration?
Do you know what Exploration is?

(These very core ideas and many other are in the Provisional Glossary.  They are not just words but functional units of a paradigm.)

The reason I pose these questions is that they lie at the very heart of understanding what role-play is.  If you don’t then you might be at a certain handicap.  What you have claimed is a logical paradox.  If not allowing player inventiveness is a necessary pre-condition to writing CRPG’s, then one might properly ask, “Are CRPG’s truly a role-playing game?”  Those ideas that you have indicated as “perfect” and “unrealistic expectations” lie at the very heart and soul of role-play.  It’s akin to one saying, “Of course one does not need wings to fly!”

All the best!

Forge Reference Links:
Topic 4
Topic 3

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On 9/21/2005 at 12:29pm, Ron Edwards wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Hello,

Clearly, Josh, Callan, and Fred - you are not helping Tye. Jay, despite your good effort, you aren't either.

Never mind "computer games which can do Narrativism." That's what you want, Josh. It's not what Tye's talking about, not what he's saying, not what he wants. Never mind "understand the Big Model." That's not anything he wants either.

Tye, it's going to take a little while for you to get used to this forum. One of the first things is that I'm the content moderator and will dictate, very straightforwardly, what has to happen socially and intellectually for a thread to continue. What has to happen here is not on you, so much, though. When you stop using phrases like "you don't understand" and "totally false," all will be well. It's the others I need to speak to rather sharply.

Again, you guys - I am stunned. Why are you not helping Tye? Never mind his grandiose claims. You have the vocabulary and the ability to translate it for newcomers. Why are you babbling about Narrativism and so on? If Tye is after Gamist play with Task Resolution and Pawn Stance, don't fuckin' say that, and do not dispute it or try to change it. You're supposed to be helping with it.

Do that now or stop participating in Tye's thread. You've poisoned it so far and some of you have let your li'l egos get involved. Any more of that crap and this thread is closed.

Tye, look forward to some decent discussion, and if you would, don't use phrases like "you just don't understand" and so on.

Best,
Ron

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On 9/21/2005 at 12:35pm, Vaxalon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

I apologize for my line of responses.  When I saw this thread and had a personal, negative response, I should have just passed on.  There was no need to communicate my dissatisfaction with the style of play that you were bringing to the table, Tye.

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On 9/22/2005 at 7:22am, Selene Tan wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Hi, Tye!

I remember reading about Explorations on RPGMaker.net, but lost track of the various game engines being created when the site died. I'm glad to find out that Explorations has progressed so far in the intervening years.

One thing you should about this site is that it has a strong focus on examining and dealing with the human interactions around the gaming table. This means that a lot of the lessons learned here are difficult to apply in CRPGs.

One of the topics I've been interested in recently is making the GM's role easier in D&D-style (Gamist, challenge-oriented) RPGs. Specifically, a problem that crops in D&D is that the GM is responsible for 1) providing interesting challenges for the players and 2) making sure the players are all having fun by making sure the challenges are neither too easy nor too hard. Keeping a balance of challenge and fun is really hard, and usually it requires a lot of experience GMing to learn how to do it well. Obviously, game balance is an issue in Explorations games. Do you have any tools in place to make it easier for Explorations GMs to balance their games? Playtesting will, of course, be necessary, but revision will be much easier when you start close to the desired balance.
A challenge-balancing mechanic I've seen is to limit the GM resources based on the number of players and/or their resources. This doesn't translate directly to Explorations, since an Explorations GM has carte blanche in scenario creation. Perhaps some sort of formula describing how hard monsters can be given a party's current power? I don't know, really. FF8 tried to do something like this, but I don't think it was done very well.
I *do* think it would be neat if you could include some sort of script module with formulas and mechanics that do this kind of thing. It would be more flexible and generic than including a database of monsters with difficulties matched up to the default player characters.

-Selene

P.S. You may or may not remember me as Ashera from RPGMaker.net.

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On 9/22/2005 at 7:32am, Noon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

I'm lumped in again, with someone else's nar posts?

Ron, I'm not the greatest programer, but I've gone to try and code similar stuff to that which Tye talks about. IT MAKES YOUR EYES BLEED! It's completely freakin' hard! It's just like my recent thread where I wanted a complete game (which takes a freak load of work if it's even slightly comprehensive). But then I figured out what I really wanted (a challenge mechanic to manage all other resources). Right now, I see Tye scripting, scripting, scripting like someone might write, write, write up a combat system, without basic questions being asked (like, "do you actually want a combat system?").

Tye, sorry to throw more questions at you, but can you give some examples of what you've really enjoyed as a player, when playing an RPG? I'm trying to sort of guage you like a cook might guage if someone likes spicy food...I don't want to give spicy ideas if that doesn't suit. :)

But in any given "problem" or "scenario" you create, the players could think of new ways to apply the objects to solving the problem at hand.. (period) - The scenario is partially scripted based on the intent of the GM. The objects are scripted based on reality. And accurately scripted object can over-ride the intent of the GM.. Thus.. bonus..

I took this as an example of what you like, when I said it was what I was talking about (and something I like alot). Could you give some quick actual play accounts where you yourself got to do stuff like this and enjoyed it?

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On 9/22/2005 at 8:38pm, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Whoa...

More responses than I wanted and not one helps me.. I'll address the moderator here first because he is one of the most off base..


Never mind "computer games which can do Narrativism." That's what you  want, Josh. It's not what Tye's talking about, not what he's saying, not what he  wants. Never mind "understand the Big Model." That's not anything he wants either.


How can you say what I want?


Tye, it's going to take a little while for you to get used to this forum. One of the first things is that I'm the content moderator and will dictate, very straightforwardly, what has to happen socially and intellectually for a thread to continue. What has to happen here is not on you, so much, though. When you stop using phrases like "you don't understand" and "totally false," all will be well. It's the others I need to speak to rather sharply.


I use the phrase.. totally false.. To correct people claiming things about my design. How can ANYONE here speak on my design? - Need proof? Read below..


I think what's happening is sort of like us being presented with a program list that repeats a bunch of comands multiple times, rather than using a loop. Were presented with it because were supposed to provide new ideas, but instead we get into how you could use a loop instead of untidy program design..


How can someone insult my design? What I posted was merely words that describes some of the features, it does NOT in anyway give you a picture, understanding, even the smallest ability to make an assumption of the design. Where is this coming from? arrogance?!? - Too much theory?!?! - I don't know..

Could it be the use of the word SCRIPT? - Possibly.. But I guess nobody here has never used a dynamic function call.. A function that adjusts based on criteria passed into it? Using dynamics allows script functions to return values that change and adjust as the playing field and information adjusts..

Pathfinding is a great example.. A sprite can navigate paths that change based on fixed information. Dynamics & AI, is possible within computers.. Once you have it figured out, you can "expose" this function via a seemly fixed script command.. The information & tasks behind the scenes could be extensive database lookups etc.. but who cares? as long as it works..


Right now, I see Tye scripting, scripting, scripting like someone might write, write, write up a combat system, without basic questions being asked (like, "do you actually want a combat system?").


How about this question.. Do you want a combat system, OR do you want to teach your sprites to fight strategically? Do you want to teach your sprites to co-operate when they fight? - combat system are fixed.. Strategic fighting follows planning and constant evaluation of the terrain as it changes & modifies itself in-game..  (somehow, I think this paragraph will never be comprehended.) -

IMPORTANT
This thread contains three pages of posts from people who have the unbelievable ability to read my mind. People who can see my source code, and understand my design and not one clear example of a failure in my design. I see alot of people claiming what it can/can't do, but not one example, or proof..(Honestly, my design wasn't the TOPIC.)

What do I want?
1) I don't want to talk about my design.. (period) - seriously..
2) I want to know the type/style of RPGs you play and how they differ from tradition AD&D.
3) What elements in the game play interests YOU? How could it be incorporated into a CRPG?

Vaxalian,

I apologize for my line of responses.  When I saw this thread and had a personal, negative response, I should have just passed on.  There was no need to communicate my dissatisfaction with the style of play that you were bringing to the table, Tye.


What style of play did I bring to the table? - Where are these assumptions coming from? This is by far the weirdest community of "know it alls" I've ever seen. I made no claim to a "style of play", or anything regarding  my design except that it was database driven.

Back to Ron..

Again, you guys - I am stunned. Why are you not helping Tye? Never mind his grandiose claims. You have the vocabulary and the ability to translate it for newcomers. Why are you babbling about Narrativism and so on? If Tye is after Gamist play with Task Resolution and Pawn Stance, don't fuckin' say  that, and do not dispute it or try to change it. You're supposed to be helping  with it.


Where did I say this? I'm asking for your opinion and help. I asked you to describe how "these mysterious", "undescript", role playing games are different from traditional AD&D. My opinion was open to new ideas.. I wanted to hear the new ideas rather than have to justify any of my current ideas.

Selene

I *do* think it would be neat if you could include some sort of script module with formulas and mechanics that do this kind of thing. It would be more flexible and generic than including a database of monsters with difficulties matched up to the default player characters.


Well there seems to be a contradiction amongst the group.. According to Vax, my scripting (which I have yet to explain) is a TREMENDOUS flaw in the design. Where does this come from?

Honestly.. there are more quotes, but I'm too tired to waste my time posting them.. I'm so so so so sorry.. There is absolutely too many assumption being made and absolutely no help/information on this site. Its like walking into a room filled with self-proclaim geniuses and asking for information. - You guys are soo busy trying to diagnose WHY I'm asking my questions that you never actually answered any questions, or made any suggestions.

More specifically.. All of you spent 3 pages of threads:

1) telling me what I want
2) telling what Explorations can't do
3) telling me Explorations design flaws
4) telling me *I'm* being rude
5) basically forcing me to defend everything about my project

to the point that I've even forgot my original post. Maybe it's my fault for posting.. But I only wanted some clear examples of how other rpgs play differently than traditional RPGs.. Some concrete examples..

Geez... What a welcoming party?!?! - You can close the thread.. I'm outta here..

Again.. I am sorry..

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On 9/22/2005 at 8:51pm, exploreRPG wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Final Thoughts..

As a lead software developers I often express to my programmers that software is molded and guide by the end user. Software that is designed one way today can be molded and can evolve in the future. If this community is unable to communicate their opinion of a good RPG design, because their "ego" your hope/dream of a better CRPG is lost.

Stop trying to analyze what YOU THINK a person is doing and provide the raw, unfilter, (clear of your ego) information.. And maybe a software developer can give you what you want. It may not be in the 1st version, but software always evolves through multiple revisions.

Best wishes..

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On 9/22/2005 at 9:48pm, LordSmerf wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Tye,

I think Josh may have been poking around something useful to you in his earlier post, let me highlight what I think you might want to look at.

glyphmonkey wrote:
Let me give you an example of what I want:

I am playing a game in this online system. You are the GM.

You: The Weaponsmith knows you guys are up to no good. He won't sell to you.
Me: OK, I'll seduce the Weaponsmith's daughter so she'll show me how to get into the shop in the middle of the night.

Here's the important bit: there was no Weaponsmith's Daughter before I said it. It's a good solution to the problem, so if we're sittin' down at a table, you'd say, "Oy, OK, let's roll for it." That is, we'd resolve the issue mechanically, by rolling dice or whatever.

I want, as a player, to be able to make up the Weaponsmith's Daughter as a solution. Obviously, the character didn't create her. I did, the real guy. I have some sort of resource that I can use to develop solutions in the world. Let's call them Makin' Shit Up Points.


I think one of the reasons so many people are coming accross negatively is that they don't seem to think that this is something you can do in a CRPG.  Further, this is a fundamental tenet for much of table top roleplaying.  So, people seem to be saying "Here's this thing I think is cool/important, and I don't see how you could incorporate this into a CRPG."

Is that the sort of thing you're looking for?  Things like Josh's statement of "This is what I want to be able to do in roleplaying"?

Thomas

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On 9/23/2005 at 2:55am, Noon wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

How can someone insult my design? What I posted was merely words that describes some of the features, it does NOT in anyway give you a picture, understanding, even the smallest ability to make an assumption of the design. Where is this coming from? arrogance?!? - Too much theory?!?! - I don't know..

For anyone else reading this now or in future, it's really hard to convey that someone may have made choices in thier design philiosophy without thinking about or even realising there are alternatives. My programming analogy was supposed to help isolate a programing problem, then show it can occur at the design philosophy level as well and how that needs focus. It didn't, it was just read as an insult. I think that if I'm to help newer forge members, I need some help myself in this respect.

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On 9/25/2005 at 5:01am, Tobaselly wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

Tye,

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On 9/25/2005 at 5:07am, Tobaselly wrote:
RE: Re: Tabletop to CRPG? Share your thoughts...

ack, I think i just double posted.oops

Tye,
    How does Explorations handle non-scriptable story options. I know that all of the objects within a session can have certain attribute and properties set for them, including explicit actions and reactions, but how does it handle non-scriptable actions. The big draw about table top rpgs is the ability to perform non-predeterminable actions.

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