Tabletop RPGs offer living, infinite worlds
I enjoy computer RPGs (CRPGs) like Skyrim, but one can't
escape their finite maps or even just pick up a grain of sand. Tabletop RPGs
(TTRPGs) lack those limits.
TTRPGs don't just offer a 'higher level' of world detail
than CRPGs. They offer practically *infinite* world detail. I teleport past the
'impassable' mountains, exploring the great continent beyond. I reach an ocean;
I build a boat and sail to new lands. I circle the globe, and look to the
stars. I travel to entire new planets, exploring them each in detail. I pick up
three grains of sand. What do they look like? What minerals are they made out
of? What are their histories? I shrink down, and explore their surfaces as if
they were entire alien worlds. I shrink down further, and break off individual
molecules with my hands. There is no limit on the breadth or level of detail to
which a TTRPG can go. This is absolutely extraordinary, and IMO it doesn't get
enough attention.
CRPGs also lack mechanics for an almost infinite number of
things which can easily be attempted within a TTRPG. In most CRPGs, you can’t chop
down a door even if you’re carrying an axe. In a TTRPG, you can easily attempt
that – whether there’s a written rule for it or not. You can also tell the GM
you're measuring that door to find out its exact height and width. You can ask
what kind of wood it's made out of, and examine the grain on its planks to try
and figure out what year the tree was cut down. You could try to drill a
peephole through it with a dagger, and on and on. Because in a TTRPG *that door
is a real door with all of the characteristics of a real door*. You are in a
real world, where things behave like real things. It is going to be a long time
until CRPGs get anywhere near that level of immersion. If ever.
This is not an attack on CRPGs. Like I said, I enjoy them *and*
I enjoy TTRPGs. I’m bringing up some of the limitations of CRPGs in order to
highlight the unique, practical strengths of TTRPGs.
TTRPG GMs need to understand, and own, these astonishing
capabilities. I’ve used the example of picking up, examining, and sorting three
grains of sand - which would be incredibly irritating if my players actually
did it. The point is that they *could*, and dealing with that is part of the
GM's job. Which is how this post ties into, and is a continuation of, my
previous post about what a GM is.
A GM who's just running a cookie cutter out of the box
adventure, and not breathing life into it by treating every pebble and blade of
grass whose existence is implied (but not specifically described) within it as
an equally real detail, and limiting their players’ actions to things which are
specifically covered by the written rules, is failing to take advantage of the major
things which make TTRPGs uniquely awesome in the first place.