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CRPGs as Adaptations of Existing TTRPGs

Computer RPGs, better known as CRPGs, were once a cornerstone of the PC Gaming sphere with classics such as Baldur's Gate and Fallout. While the name is somewhat misleading, CRPGs as a genre are games that specifically emulate the systems and ideas of tabletop RPGs using a computer, not necessarily any RPG playable on a computer. Common traits among CRPGs include a top-down or isometric perspective, using in-game dice to determine success/failure, and often a heavy emphasis on loot. CRPGs also exist on a spectrum, with games like Dragon Age: Origins taking CRPG gameplay into a 3rd-person perspective and titles like Disco Elysium using CRPG presentation and mechanics but recontextualizing it with solely dialogue-based encounters. Some games, however, as opposed to simply adapting the trappings of TTRPGs, instead adapt entire TTRPGs into the digital format. This comes with its own benefits and downsides, however.


Benefit One: Existing Playerbase

One of the clearest upsides to adapting an existing TTRPG into a video game is that you have buy-in from existing consumers. It's the same as adapting any IP into a video game, but for direct TTRPG to CRPG adaptations, you also get to adapt the mechanics that fans love. This mitigates some of the risk that comes with developing games with an otherwise small playerbase compared to modern video RPGs. However, this leads into a problem of its own.


Downside One: Failing to Meet Expectations

If an adaptation doesn't match the original TTRPG closely, even if the changes made are necessary or otherwise beneficial to the experience, many fans of the original will be displeased. Sword Coast Legends is an excellent example of this, straying quite far from the D&D 5e rules and being poorly received as a result. Even more faithful adaptations like Baldur's Gate adapt a turn based game into a real-time one, which comes with a unique set of issues.


Benefit Two: Less Time Developing Systems

Another good reason to adapt an existing TTRPG is that you don't have to spend time developing a system from wholecloth. If you take a solid, balanced system with good GM guidelines and strong, codified rules like Pathfinder 2e, much of the work that would go into creating a fun gameplay system is done for you. Instead, you can focus on crafting compelling narratives, interesting levels, and beautiful visuals for your game. Sometimes, this can backfire a little bit, leading to our next problem.


Downside Two: Inheritance of Flaws

Let's not kid ourselves. The majority of TTRPGs suffer from some form of Achilles' heel that needs to be tempered by a GM. D&D's lineage, for instance, has long been plagued by the caster/martial disparity, with casters not only being more powerful, but having far more meaningful choices in gameplay. If adapted faithfully into a CPRG, a 3rd Edition Fighter will likely use the same actions almost every round due to having so few meaningful options to choose at any given moment. While a player can negotiate more creative courses of action with a GM and a GM can create specific encounters to give players more meaningful options, a computer simply can't handle those responsibilities. This connects with the next issue.


Downside Three: Computers Aren't Effective GMs

Nearly every TTRPG leans heavily on a good GM to tailor content to the tastes of their players. Be it designing adventures so every member in a specific party can shine, creating encounters that provide meaningful challenge to parties of different strengths, and providing a nuanced adjudicator for players to improvise in play. A computer cannot perform these functions adequately enough to replace a GM by any means. While this is an obvious weakness that can be handwaved away as a limitation of the format, it can lead to detrimental gameplay experiences in systems with a wide range of potential character power. Pathfinder: Kingmaker and its sequel Pathfinder: Wrath of the Righteous have a difficulty issue in that you simply can't predict what numbers a player will have at any given point since the range of values they could have for attack bonus, AC, spell saving throws, etc. is so enormous, that no matter what balance point you choose for encounters, there will be players who simply fail under weight of numbers or never face a substantial challenge.


Concluding Thoughts

Overall, I do think CRPGs that make their own systems tend to have stronger gameplay experiences due to being able to tailor mechanics to the experience they wish to provide without concessions, but there is still value in adapting existing titles. Just be careful as to what system you choose.


Next time, I'll be covering different map styles in TTRPGs and the various different experiences they can provide.

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