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A full six-person fellowship adventuring in the dungeon of the Great Barrow.

A full six-person fellowship adventuring in the dungeon of the Great Barrow.

My new table-top RPG group hasn’t gotten together for a month now. In fact, we’ve only played twice so far.

Finagling our grown-up schedules and managing the physical distance between our physical selves is just plain complicated. There are jobs and meals and children to sort out. We struggle to get together and, in those three or four hours we have when all the pieces click and the game starts to hum, we so often get just a taste of the meal we looked forward to. Each of us takes a couple of fork-fulls, and before we know it there’s nothing left but crumbs.


I knew only one of the other players before this adventure. That didn't slow us down.

I knew only one other player before this adventure. That didn't slow us down.

The truth is, it’s hard sometimes to look forward to the hard work of squeezing a vivid narrative experience out of four hours of rules adjudication. Combining creative inputs from every player into a single dramatic telling can be more trouble than it’s worth. At the end of those four hours, what do you have to show for it? Should a good time be so much trouble?

Last night, in lieu of the gaming group that had blamelessly failed to congeal again, one of my players and I played LOTRO instead. We logged on, messed with our inventories for a while, shot the shit, did the general housekeeping that comes with an MMORPG. That done, we gathered together some players (some strangers, some acquaintances), trekked across a richly textured landscape to a distant tomb, heroically bloodied and plundered the hell out of it, and then did it all again. That took about two and a half hours.

In one month, my table-top RPG group has played one time. In one night with the MMORPG, we got a group together and played twice. Why go to the trouble of playing an old-school paper RPG?

This is no new question, I know. A lot of people have (implicitly or explicitly) faced this same question and drifted into MMORPGs as a substitution for their RPG time. RPG sales numbers paint that picture pretty well. This is a kind of revelation for me, though, because my stubbornness about this used to be bullish. “RPGs are not the same,” I said. “MMORPGs are no substitute!”

But lately I’m seeing things differently. RPGs are not the same. MMORPGs can be a substitute. Substitutions don’t have to be equal or identical. They just have to be substitutes.

My faith wavers. Venturing into Middle-earth and battling the ever-loving heck out of mouthy dead men is just so easy. I worry that my time would be better spent getting better at writing stories rather than striving to cobble them together out of dice rolls.

The thing is, fighting zombies isn't the thing I like about RPGs.

The thing is, fighting zombies isn't the thing I like about RPGs.

Of course an MMORPG doesn’t scratch the same itch as a table-top RPG. An old-school RPG is (or can be) about collaborative storytelling, and the MMORPG doesn’t get me that same fix. But if I divide my storytelling fix and my gaming fix, that lets the MMORPG off the hook. All it has to do is provide the gameplay—which it does very well—and I’ll get my storytelling fix someplace else.

This isn’t the prelude to a manifesto. I’m not giving up RPGs (not by choice, at any rate). But if I’m going to be on a sabbatical from RPGs, I’m going to milk that time for some kind of insight. If I’m going without play, I’m going to take this opportunity to think on what it means to give it up. Let’s see where this takes me.