Creation of Narrative in Tabletop Role-Playing Games - Jennifer Grouling Cover [40]
Another key affordance of the CRPG is the ability to go back to a previous point in the game. When I played Temple, a NPC named Otis joined my party for a while; however, once he discovered that my party was evil, he refused to keep adventuring with them. In fact, in one version of my game, he turned on me and attacked. As with other unwanted plot twists, I was glad that I had saved the game before that happened and was able to go back to a prior point, although Otis still left the party. The TRPG might allow for the player to negotiate with Otis rather than fight him, but whatever the outcome, there would be no redoing the scene.
Character is another story element that plays out differently depending on media affordances. NPCs tend to remain the same between versions of Temple as well. Zuggtmoy, Iuz, and Cuthbert are part of the pantheon of the gods and demons that run the universe. Hedrack and Lareth are their pawns in the temple. Elmo and some of the characters in Hommlet remain the same also. Again, even in the extremely different version presented by the participant quoted above, the general types of characters remained. However, the player characters are far more variable. Both the TRPG and the CRPG version offer some flexibility in terms of the player characters involved—from heroes to greedy mercenaries. At the beginning of the computer game, the player chooses the alignment of the party, such as whether they are good or evil. The opening narration offers two potential sequences—a good sequence and an evil one. Interestingly, the scene entering Hommlet is the same visually for both the good and evil openings; only the narrated text differs. The player characters have highly different motivations in these two scenarios. However, the entire party, controlled by one player in the CRPG, is given the same motivation. In the module, as with TRPGs in general, the player controls only one character within the game. Thus, each character and each player may have different reasons for embarking on the campaign.
Naturally, in the novel the reader has no control over the