hi again,
In article 2955, Richard Johnson says:
>The other day I waxed eloquent about using computers and integrating
>them with RPGs and really said very little. I apologize for wasting
>your time. Now I hope to try this again with a little more thought
>and some concrete proposals.
>Today we get idea number 1. Further ideas will be in later posts,
>so we don't get overwhelmed with text.
Schucks! I've got to wait...never, I'll say my bit anyway :-)
>#######Idea 1: The Composite Game (aka the CAT proposal)#############
> This is immediately implementable (1992)
>I call this the CAT proposal, because it's simply a formalization
>of what the CAT sub-list members are doing individually, and in a
>somewhat more limited fashion.
>Imagine an RPG that is still a table-top RPG, with GM, and printed
>rules. Only there is one *big* difference. All of the nitty-gritty,
>penicl-pushing, details are handled by silicon, rather than dice and
>gray cells. That is, the game comes with a program (and/or special-
>ized computer) that handles character generation, combat, travel
>times, world generation, trade and commerce, etc.
So long as the computer doesn't begin to dominate the game, this is a great
way to handle lots & lots of added realism (gee, you're about 13.7m from freddie
and you've got [big gun #24]. Splat goes freddie's left hand). Computers
can handle lots of added detail and complexity without everything becoming
a table feast (has anybody heard of rolemaster? tables, tables and more
tables). Things like handling passage of time, is something that I am very
lax about (who isn't, how many people account for characters aging during play?)
My personal preference would be tending towards a small portable computer that
included all this kind of stuff. Having to lug a (huge) PC around just so
you can play the game is kind of stupid. Then there is the problem of what
happens when the thing breaks down (sorry guys, the session has to be cancelled
since the bloody database is broken :-)
>The GM still has control over what actually gets said and done, and
>can therefore modify the output of the game, and input new parameters,
>characters, data of any sort. The computer can keep track where the
>party is, what their possesions are, and so forth, leaving the players
>to concentrate on *playing*, and the GM to concentrate on keeping the
>plot and game flow together.
The GM must be able to 'fudge' things at a moments notice (without the players
being able to see him do so???). As GM I often fudge all kinds of die rolls
(doesn't everybody?), sometimes it even helps the players ;-}
>Addidtionally, with computations done by Si, you could do the evil
>things of making space three or four dimensional, making events
>transpire in two different milieus simultaneously, making fuel burn
>a function of speed and distance, making healing time more playable.
Yeah, and having stars go nova in real time! More seriously, things like
having starships that actually travel between systems so you meet old 'friends'
intermittantly --- the current tables don't really account for this kind of
thing. I'm sure people can come up with lots and lots of different
bookkeeping style things that machines would be really good at handling.
[ As an aside: can anybody give me an English word the included
the pairs of double letter in a row? No it isn't really related to this
topic ]
>So let's talk about this. I suspect it's a natural creative avenue
>for TML'ers, especially the ones interested in TDR. No-one says
>whatever new sci-fi game it turns into has to be MT-compatible.
>Although it certainly could be...
What warts and all? The system that is used underneath isn't really all that
important (well, there are some things that are :-) Stuff like combat, trading
and so on are really quite mechanics independent. Does it really matter if you
are using MT combat, CyberPunk combat or Morrow Project combat? The basic
idea that being shot is usually fatal will come through. Sure, something like
GammaWorld or D&D has a combat system that is really quite different (like
you cannot die very easily). You wouldn't want to use that as your basis.
So long as trading is reasonably balanced and seems reasonable, it doesn't
matter too much what mechanics are used. In fact there would be some very
stong reasons not to use a canned system (like lots of really nasty people
who are generally know as lawyers).
I'm quite sure that even the MT computer games take quite a few liberties
with the rules. Nobody is really going to find out unless they reverse
engineer the program (which is a pretty stupid thing to be doing). The
MT related programs that I have written have usually either taken some
easy ways out or suffered lots of nasty problems trying to stay totally
compatable. [e.g. the ship design program doesn't support planetoid hulls
at all, and it would have been nice to make some simplifying assumptions
in the bridge/control sections.]
>Anyone wanna implement or suggest this (or some variant) to some
>gaming house?
I'd love to implement this, my supervisor wouldn't like me taking another
couple of years out of thesis for me to do so. I've done some work on
some areas, I'm intending to continue working on these and others in the
future. [My current project is a rewrite of a common mud's (lp) database to
be more flexible, and I'm borrowing several ideas from MT to help --- tasks
really are wonderful things that promote consistency. Skills are pretty nice
and MT has this wonderful skill list that I've got on-line somewhere. The
actualy mud isn't going to be totally SciFi, but some bits of it may end up
that way.] If I got really keen I could write some of the stuff for my pocket
calculator and let it do the work for me.
Would a gaming house show much interest in a combined RPG/computer game?
I suspect not, they would be able to produce the RPG and then flog the
computer assistance off to the public as a game-aid. Unless the computer
was supplied with the game I cannot see it being very workable (what
computer to support?). If the game included enough bookkeeping to warrant
computer assistance as standard, it would be very close to unplayable without
the machine aid. Personally, I like to know what the system is using to
resolve things (lets you play the odds better :-) A computer introduces
a 'black box' into the works that removes this knowledge.
Pauli
Paul Dale | Internet/CSnet: [email removed]
Dept of Computer Science| Bitnet: [email removed]
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