Tabletop-style vs. MMO RPG's: what's better for roleplaying?

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Mike Fang

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This's a subject I tried bringing up before and the reaction I got was...one-sided. So now that some time's passed, I figure I'll take another crack at it. I'm also bringing it up because now I've got some more experience to draw on.

So, as an avid roleplayer, I've tried roleplaying in both MMORPG's and tabletop-style RPG's. Now previously I spoke from a perspective of limited experience. Now, I have a bit more under my belt, having actually played in some tabletop-style RPGs. I say "style" because I still played them over internet messengers - Skype to be exact - but we followed the rules of tabletop RPG's, creating character sheets, rolling dice and using player handbooks. The games we played were ones that didn't require miniatures, so that made it possible.

The last time I brought up this subject, I was almost immediately gangbanged by a half-dozen or more people who wanted to verbally tie me down and cane me across the back of my shoulders for daring to suggest MMO roleplaying was viable and tabletop gaming might not be the best roleplaying experience ever. Well to be fair, now that I've had a chance to actually do some tabletop-style RP'ing, I have to say it has a hell of a lot to offer that the average theme park MMO never could. On the OTHER HAND I still stand by my assertion that it's not perfect and has some flaws.

Now if I had to choose between the two, gun to my head, I'd say tabletop roleplaying is better than MMO roleplaying. Why? Because more often than not, in your average theme park MMO, the roleplaying seems to largely have to occur outside of the game. Very few if any roleplayers in an MMO actually try to roleplay within the context of the in-game story; they always have to go off on their own and ignore the greater part of the canon plotline in order to engage in their own stories. I've said before and I'll say it again, I think MMO's would work better if there were more sandboxes that empowered the players to come up with their own plots, instead of the developers trying to be the DM. With tabletop roleplaying, the plot progresses at the player's pace, their actions aren't limited by game mechanics and they don't have to try to RP in an environment where they might wind up getting insulted for trying to get immersed in the story.

This, however, doesn't mean tabletop RP'ing's perfect. The first time I brought this up, I said that trying to get immersed in a story when the players behind the characters are clearly visible to you would be difficult. I still stand by that statement. I feel that I'm aided in my immersion in my messenger-based tabletop gaming by the fact I see my team mates and the DM/GM through text only, letting my imagination run unhindered by the sight of someone sitting across a table from me sucking down a can of Mountain Dew.

I'd also like to say for the record that while tabletop roleplaying has provided me with a far better roleplaying experience than MMOs ever have to date, my worst RPG experience also occurred with tabletop-style gaming. I'd been looking for a new game and so, on a website I frequent, I got an invitation to a game from someone I hadn't met before. This game was played using the Roll20 online system; I was completely new to it, but I figured I'd give it a shot. I didn't find out until just before the game was to start that they didn't just use text chat; they used voice messengers. I've used it before with gaming, but only for stuff like FPS's; never for in-character roleplaying.

Still, I was willing to give it a whirl, and so I decided to nut up and try something new. It was AWFUL. Outside of structured combat, there was absolutely no sense of taking turns among the players; it seemed like outside of combat, whoever blurted out their action first got to act first. Nobody bothered to identify themselves, so if I couldn't tell one voice from another I didn't know who the hell was saying something. Finally to top it all off, midway through the game the GM came at me out of nowhere and flipped his shit, accusing me of being "passive aggressive" and threatened to kick me out of the game. I had -no clue- what he was getting so pissed off about, this GM one of the other players had practically fawned over as being some kind of wonderful campaign creator.

I spend the remainder of the session trying to be as absolutely quiet as possible. Soon after everybody seemed to want to reboot the entire campaign in a different setting (apparently when I'd come on it was already being rebooted). I started putting together another character, but when I explained the limited nature of my experience, the GM felt the need to explain to me that while I -could- stay with the game, he might come across as abrasive because he didn't like having to teach new players anymore. Naturally at that point, I quit.

I admit the irony of this situation is some of the problems (the confusion over whose turn it was primarily) could've been solved by actually playing in person. Still, I think this incident does highlight a drawback to tabletop roleplaying; it's difficult to get into if you don't have someone to help you. Amateurs and novices -need- to have people who aren't going to get pissed off if they haven't memorized every single game mechanic for every single class, all the various dice rolls, buffs, debuffs, modifiers, etc. Some experienced players seem to forget that while -they- might have memorized the players handbook after 10+ years of gaming, their favorite game is FUCKING COMPLICATED. You need to be patient with people still learning the ropes or who even after all this time still need to periodically look something up.

And that's one point where MMO's actually do have an advantage over tabletop games. They typically come with built-in tutorials to show players all the basics; how to move, how to attack, etc. You don't have to go digging through a 250-page handbook to know what this or that attack does; you scroll your mouse over it and a popup window tells you exactly what it'll do. While it's sad but true many MMO's lack any serious challenge to the player, I will say this; you'll rarely, if ever, feel chucked in the deep end. Getting into an MMO is easier than into a tabletop game because you generally don't feel like you're trying to get into some exclusive club where you're going to get the bejezus scrutinized out of you by the people you're playing with. Well at least, not normally; yeah you could say the assholes that scream orders at you in dungeon/raid groups are like that, but the nice thing is if you want to, you can just tell those people to fuck off and go play elsewhere in the game. With a tabletop game, you either make nice with the people around the table, no matter how much of an asshole one or more of them might be, or the game could very well be over.

But that's probably one of the scant few advantages MMO's may have over tabletop gaming. Overall I'd still say the average tabletop RP is a lot better quality than the average MMO roleplaying experience. However, there will always be exceptions, and with the right MMO (or wrong tabletop group) you can still get a rewarding (or disappointing) experience.
 

Maximum Bert

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If we are saying purely for Roleplaying then I would go for tabletop. At the moment I am playing FFXIV and was able to create a character roughly based on one in a story I am pretty deep into writing and so I like that character quite a bit even though as far as role playing gos I dont really do much tbh.

Im also playing a D&D campaign with friends atm and while its fun tbh I was immediately taken out of roleplaying my character from the start to quite a large degree because (longish story short):-

The DM who is one of my friends wanted to get us into a game of D&D which none of the rest of us had played now me not knowing anything indepth about the game I wanted to play a Drow however he did not like that and also stipulated I could not be evil which didnt bother me as I went true neutral (which I try and stick to when playing). However he said I could only play a Drow if I came up with a suitable backstory to which I agreed so over the course of 3 weeks in my limited spare time I wrote a short 2500 word backstory for the character including details about why she looks like she does and why she is wandering the surface tbh I put a fair bit of effort into it.

Then we start playing annnnd what a waste of time no one bats an eyelid im a Drow and the character he is making me play only plays lip service to the one I wrote and what I ended up writing was slightly different to the stats I rolled so I asked if I could change some around before the game and campaign started not raise or lower any value just reassign what stat was to what and he said no so basically im stuck with a character gimped in game terms and roleplay terms taking me pretty far out of the game to start with and lets just say his interpretation of some of the rules does not really gel with me either but he is the DM so whatever.

I do think tabletop is more powerful and flexible however and really could be a great roleplaying tool much more so than a videogame of any description but it can also be pretty awful. On an unrelated note at least it has given me a great backdrop for a story to write in the brief backstory of the character I did and I dont have to worry about game connotations.
 
Aug 31, 2012
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Took me a minute to realise you meant actual PnP RPGs and not cRPGs that use PnP style systems.

I'd go for PnP. Yes, they aren't perfect, yes a shit GM or a shit setup can wreck it. It's like racing a ford escort and an F1 car, sure the F1 is the better race car, but if you don't know what you're doing you're probably going to end up sitting in a mangled pile of metal that may also be on fire.
 

Mikeybb

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Aug 19, 2014
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PnP or TT are fueled by the imagination and investment of the playing characters.
I've played both these and the mmo's while roleplaying, but when I think back, there are so many more roleplaying memorable moments that come to mind from the PnP/TT games than there were from the Mmos.

I still think that it is becoming much more possible to have those moments in mmo's though.

With the developers like cryptic who provide tools for players to create scenarios and adventures of their own (even to the point of placing npcs etc), to games that allow a vast amount of player control over appearance and other such cosmetics, the tools are being provided.

The ease of voice based communication is becoming comparable to the ease of the face to face interaction of the TT/PnP game.
In some ways, it's becoming superior if you consider the tools offered by programs like Facerig.
This can potentially eliminate the problems that arise when someone plays a gender different to their own at the most simple level, and in the complex it could enhance the game as a player could invest a great deal of time into their character's voice and appearance.

The tools which we use to roleplay are developing still and it's amazing to think where they could end up.

All the same, I'll think most fondly of the traditional roleplaying games I've played.
Not because of some inherent, purist superiority, but because those are the games in which I made friends and shared memories that make the whole roleplaying experience as compelling as it is to those who've been captured by it.
 

nomotog_v1legacy

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Let me throw a monkey wrench in this. Have you tried a mud? It's basically a mmo, but for a lot of them the game element is so light that you basically just get roleplay. This goes triple for a mush where the game aspect is non existent. (Mushes are also heck hard to learn.) It's like table top, only your going to lack the rules and structure of a campaign. Your going to lack the face to face contact. (I agree that it can be hard to RP with someone in person. It feels awkward.) It also tends to have that same mmo effect where the game and the RP don't interact.
 

Comic Sans

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I don't see how one can truly role play in most MMOs, at least within the confines of the game. Because no matter how in character you are when interacting with your party, there's no way to translate that in game. Every quest still boils down to going out and killing X amount of Y, possibly while collecting A amount of B from their bodies. There's no ways to role play an encounter, or make any meaningful choice in the game world. The thing that makes RP work in a tabletop environment is that the game is not set in stone. The party is free to act out in the game world literally however they like, and the encounters they have are on the terms they want to approach it. The various personalities of the player characters and the choices they make allow for a variance in how encounters are approached, or if they are at all. In an MMO all role play is purely superficial because no matter how you decide to play your character, your actions in game are set for you. The game molds your actions rather than the other way around.

To sum up a little less obtusely, for there to be role play in a videogame there needs to be sufficient choice in how to approach most encounters, and most MMOs don't really provide that with how static they are.
 

Johnny Impact

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Tabletop far and away. There is no substitute for a good story told by a good group. I'm fortunate enough to have such a group. I get that not everyone is. I have felt the sting of shitty GMs. But MMOs always give me the feeling of being in an aquarium tank. This is how big and wide the world is; this big, no bigger. You can't investigate Situation X because there is simply nothing beyond what you see. No GM improv, no off-the-rails exploring. The rails can be pretty wide at times, but even a bad tabletop game allows more opportunity and freedom than the best MMO. Even if your tabletop character never actually climbs the mountains the GM describes in the distance, knowing he could provides a certain je ne sais quoi. In an MMO those mountains are a 2D backdrop.

I did have some good experiences way back in Asheron's Call. It's surprising the roleplaying opportunities an open world and fealty system can create. Helps to have the right people playing with you, which I did. Also enjoyed chatting in somewhat RP fashion in EVE. I had two accounts for a while and put on a different personality for each.

Leaving a sandbox and counting on players to make their own story is generally bad. It leads to "run into this area and kill everything" behavior, and immersion-breaking shit like Barrens chat. RP beyond the occasional /bow is possible, but unlikely. There are certainly fun moments, like downing your first raid boss, or chuckling about that time Grizzleguts stepped off the edge of the tower by mistake, but real roleplaying is more than that. In that respect, video games are, and likely always will be, an inferior experience.
 

happyninja42

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I think tabletop is better for roleplaying. You have more flexibility with options, and can thus play your character your way. In an MMO, you can only do what the developers coded, so it limits your creativity. And creativity is the core of roleplaying.
 

spartan231490

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Having played several MMOs and tabletop games, they're not even comparable. Tabletop gaming is an infinitely better role playing experience. There's just no contest at all.
 

Someone Depressing

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Tabletops, by far. The "game" part of them can be stretched to the party's imagination, as well as how much of an asshole or a saint the DM feels like.

But MMOs are games, with technical and artistic limiations. Multi-user-dungeons and massive-multiplayer-online-social-games tend to be better for roleplaying though.
 

Chessrook44

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Me, I personally find the best situation for pure RPing to be... well, neither. Tabletops can restrict you through rules and the like which, while handy at times, can also feel restrictive, especially if there's a situation that gets completely screwed over by the RNG when you feel it shouldn't. And MMOs, while good because they're visual, are a problem in my opinion because most of the time your characters are just standing in front of each other fidgeting. There's rarely any interaction like a slap or a hug or a handshake or a punch or anything like that.

Because of this, I've generally ended up doing freeform scenario or casual RPing on messengers and IRC chats. It has more options, more variety... though I will admit that the lack of structure given from other games can be a problem, especially if you want combat involved. If combat IS involved, Tabletops may be your best bet. MMOs or the like I'd only suggest if you REALLY want to actually SEE your character while you RP, or if you like the setting SO much that you just want to immerse yourself in it.

To each their own though. I have my preferences, you have yours.
 

Lufia Erim

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I can't play tabletop anything. So i am biased. I feel like an idiot if i roleplay in real life whether it is tabletop or Larp. Not that i have anything against people that do. I personally prefer MMO roleplaying than anything else.

That being said, if it is Serious role-playing , i could see how it would be better and more immersive to do it table-top. If it's half assed having fun between guys and beer, then MMO's.

But i know very little about roleplaying outside videogames.
 

DoPo

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Jan 30, 2012
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Chessrook44 said:
Tabletops can restrict you through rules and the like
I must point out that if that happens, you aren't playing the game properly.
 

ZeroFarks

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Tabletop games tell stories. MMOs are about watching numbers go up.

The only two MMOs to ever have any semblance of player driven story content were SWG and EvE Online. You will note that both are sandbox games, unlike the themeparks which define every other MMO ever made.

So I think the real problem on the MMO end is that they're fallen into the infinite pit of themeparks, and railroading people is the exact opposite of roleplaying. Because in the, RP is all about improv, and improv is the exact opposite of themepark.

If MMOs went back to embracing sandboxes we'd see more RP in MMOs again. However, I don't give good odds for that ever happening. The money these days, according to Official Doctrine, is all in Pay-to-Win Korean Anime loli-elf skinfests.