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             Real 
              Roleplaying? 
              Justin 
              Hall 
               
                
            Can 
              computer and video games ever take the place of traditional gamemaster-driven 
              role-playing games? Justin Hall investigates. 
            To 
              most semi-literate gamers, a role-playing game, or RPG, is a party 
              of adventurers, a fighter/thief/cleric/mage combo, combing dungeon 
              corners for magic swords and the chattering skeleton king. To Bruce 
              Runnels, role-playing games offer the chance to play Charles Baudelaire, 
              a noble pirate from the 17th century who owns a tavern and derides 
              those without a sense of fashion. In a game he once refused to sleep 
              with a beautiful courtesan because her corset was two years out 
              of fashion! (This takes place in Seventh 
              Sea, a pirate RPG.) 
                
            Who 
              is Bruce Runnels? Well, he works on GRIP, 
              a dream program for dedicated role-playing gamers who have moved 
              away from their primary role-playing cohort. Gamemasters purchase 
              the GRIP program, use the map editor to draw up a map, and add their 
              own narrative text. Their group of roleplayers downloads the free 
              client software, and connects to the gamemaster's computer for an 
              adventure through the Internet. Roleplayers chat together, making 
              up their adventures in text, as the gamemaster shares narrative, 
              pictures, and even sounds at the right moments. It sounds great 
              if you're already a dedicated role-playing gamer. 
             
              From what Runnels reports, a healthy community of players 
              has already grown up around GRIP in the year since its invention. 
              He says that people have an easier time roleplaying behind a screen 
              (certainly Sherry 
              Turkle would agree with him), and users have no problem 
              making up their own tools and expanding the software. If they provide 
              all these tools for people to build adventures, would they ever 
              set up the program so that people could adventure without a gamemaster? 
              This seems to be crossing the line from “traditional” role-playing 
              games to computer role-playing games. Runnels was adamant about 
              the importance of a gamemaster—characters couldn’t propose wild 
              solutions to problems in the game without a living, breathing moderator 
              there to develop a story around that tangent. 
            Suddenly 
              Massively Multiplayer? 
            Recently 
              and without warning, massively multiplayer computer games, such 
              as Everquest, 
              Ultima Online, 
              and Asheron's Call, 
              have become some of the most popular games today. Thousands of people 
              connect to these games through the Internet to seek their fortune 
              in fantasy worlds. But before there were graphically rich worlds 
              where all the monsters and treasure were spelled out for you, people 
              used words to make massively multiplayer online worlds — in MUDs, 
              or Multi-User Domains. 
             
              Now Skotos.net 
              hopes to attract a large audience by offering sophisticated text-based 
              role-playing environments where people can roleplay and seek their 
              fortune. In this case, the moderators work in advance to build descriptions 
              of buildings and non-player characters. Then, they hope, the players 
              themselves become the plot. You want to be the mayor of San Francisco 
              during the Gold Rush of 1849? Fine, but you may have to deal with 
              those in competition for your power. 
            
             
              Lisa Disterheft of Skotos is scripting that San Francisco adventure. 
              A long time roleplayer, she enjoys Call 
              of Cthulhu on weekends with her co-workers ("hopefully 
              without the CEO — I see enough of him as it is"). Once the 
              game is running, she expects to return to seed the game world with 
              events, an unexplained murder, or a new vein of gold somewhere, 
              through the in-game newspapers. 
            Skotos.net 
              was at GenCon this year seeking storytellers, people to write the 
              stories and characters to populate these online worlds. The stories 
              they have so far are all fantastical, the stuff of pen and paper 
              RPGs: Lovecraftian horror, fantasy castles, OG, 
              and Paranoia. 
              Someday, if all goes according to plan, they hope to have hundreds 
              of these text games, separated into channels. Pay your monthly small 
              subscription fee and you'll be able to maintain characters on as 
              many of them as you can manage. 
            Old 
              Man Murray says, 
              "The plot template for all RPGs is the timeless tale of raising 
              a little bar higher by doing something over and over again." 
              Certainly electronic role-playing games trade in on this phenomenon. 
              We'll have to see if Skotos.net can excite that level of lust in 
              people without any eye candy. 
                
            Beauty 
              Is in the Eye Candy of the Beholder 
            If 
              you're willing to trade in flexible character development and freedom 
              to use your imagination, you can enjoy a world of vivid graphics 
              and sounds, with all the trappings of fantasy roleplay. Video game 
              and computer game designers have been using metaphors from role-playing 
              games since Alkabeth. 
              While they offer the opportunity to replay fantasy archetypes, they 
              haven't often offered storytellers and game masters any tools to 
              build their own computer fantasy adventures. Electronic Arts' Adventure 
              Construction Set from 1984 was a notable exception; the 
              program allowed players to build their own games by using tile graphics 
              and writing in-game text. Interplay released the Bard's Tale Construction 
              Set in 1991, and SSI released its own dungeon-making tool Dungeon 
              Hack, but neither game provided for multiplayer adventuring. 
            Internet 
              gaming has inspired game makers to develop tools for gamers who 
              want to create adventures to share with their friends. Recently, 
              Vampire the Masquerade: Redemption 
              was among the first products to combine contemporary gaming graphics 
              with story-scripting tools. Aspiring game masters can use the game's 
              characters and locations to build adventures for up to four players 
              online. Filling up a London nightclub with werewolves and Goth chicks 
              is easy enough through the click-and-drag menu interface. But if 
              you want to give the non-player characters text speeches, or certain 
              behaviors (by instructing them to "give another player a shot 
              glass of blood"), you have to be able to program in Java. Usually, 
              that’s above and beyond the abilities of most players. Still, John 
              Heinecke from Activision reports that Vampire players with programming 
              savvy have been making tools for a dedicated community of storytellers. 
              As difficult as the programming may be for Vampire, it still offers 
              ambitious players/storytellers an outlet for their storytelling 
              instincts. 
            SSI's 
              upcoming Pool of Radiance 
              II has multiplayer capacities, but the game-mastering 
              elements have been completely removed. Gathering friends for a game 
              of Pool of Radiance II means six characters hacking their way through 
              a randomly loaded dungeon, facing randomly loaded enemies. Why bother? 
              "Because there are certain items you can only get in the multiplayer 
              dungeons." 
                
            Tradition! 
            At 
              GenCon Activision was also showing off Wizards 
              and Warriors, a game from D.W. Bradley, who worked on 
              the later Wizardry titles and Dungeon 
              Master, one of the first graphically rich first-person 
              dungeon crawls. As I right-clicked to attack a group of skeletons, 
              I asked the Activision representative, "What kind of game is 
              this?" "This is a traditional RPG" was the response 
              I got. By this time I'd been talking to enough traditional roleplayers 
              to get my dander up — I felt my beard unfurling as I began to speak: 
              "Just how am I roleplaying? I'm clicking my way through a dungeon! 
              I can't talk or even type to say anything! I'm just a fighter/rogue/mage/cleric 
              group trying to gain experience and loot! There's no roleplaying 
              in this!" 
            He 
              was a bit taken aback by my tirade, but he responded, "This 
              is a nostalgia game, a throwback," and I have to admit that 
              he’s right. Trolling through a dungeon gaining levels and loot was 
              something I'd been doing since I was seven when 
              I first started playing Wizardry. And even the dedicated 
              role-playing gamers at GenCon were not above this kind of dungeon 
              adventure. All the people I interviewed for this article had recently 
              been playing Diablo II 
              or Icewind Dale. 
             
              The other thing that united all the roleplayers, which I spoke with 
              at GenCon, were their gaming stories, stories that could not have 
              come out of computer roleplaying today. Bill Dugan of Wizards of 
              the Coast mentioned a recent pen and paper D&D3 
              game in which a party of adventurers opened a door to see a large, 
              enraged Minotaur charging them. One of the players decided that 
              he'd do the smart thing, so he closed the door. The Minotaur kept 
              running and tried to knock down the door. The player was able to 
              hold it up for some time (a few lucky die rolls), but soon the Minotaur 
              had knocked down the door, flattening the player beneath. Rather 
              than simply running over the door, the Minotaur (administered by 
              the dungeon master) stomped on the door until he heard a crunching 
              sound. Dugan was chuckling as he told me this; he contrasted it 
              with Final Fantasy VII, 
              a leading console role-playing game. In that game you can only play 
              Cloud. ("It's like being an actor, being handed a script.") 
            I 
              thought that I could settle the score if I asked the co-originator 
              of the modern role-playing game, Gary 
              Gygax, about computer role-playing games. He, in turn, 
              responded with a question: "To whom are you playing a role?" 
              With the advent of the Internet, computer games may finally be able 
              to expand roleplaying beyond self-stimulation into storytelling. 
              But ultimately, if you want to experience true roleplaying, it looks 
              like you still have to unplug your mind. 
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