Found a post on Blue Gartyr LS's forums talking about analogues between table-top roleplay and MMO roleplay, this is actually very similar to how I try to run this RP, but is probably better worded than I could write it. You can definitely see here though how I can do as much solo RP as I do though, lol, seeing as the game does serve as my Game Master in a way, and also how I include 'non-RPers in my RP' at times. Anyways, posting the text below:
"Several months ago, I engaged in an argument with someone over this very topic. Having been around long enough to know that pen and paper pre-dated digital roleplaying (how couldn't it?), I would argue that your statement is incorrect–in a way. If anything, the pen and paper roleplaying you refer to is an evolution of the genre, while relatively linear RPGs are far more truthful to the original source. I'll explain why.
When roleplaying started officially involving several people and a Game Master, it was normal for said GM to plan out a specific path for the players to follow. Although the actions of the players within this game would alter how they reached their destination, the overarching plot, goals, and thus general limitations were already set by the GM. Normally, they were not very flexible, especially when the earliest rule sets were really just that–rule sets–and guides on emphasizing story over set roleplaying mechanics didn't yet exist.
A game like FFXI is hardly any different. The aforementioned sort of table top game could, in fact, be played fully without any form of roleplaying at all. That was part of the fun for most people, but it was in no way required in order to accomplish the goal of journeying from beginning to end. Likewise, every mission and quest in FFXI can be accomplished by a group of players who are taking their chances with an invisible yet very real "digital roll of the dice," every single time they attack, take an attack, try to get treasure, and so on, so forth.
Now, while those players are accomplishing these goals set out by their GM (SE), can they roleplay amongst themselves? Yes, they can. While it's true that they can't conjure up actions for their characters to take which the game does not allow, there were plenty of GMs back in the day who would not permit very off-the-wall actions by the participants, and I am sure there still are now (I haven't set foot in a roleplaying room in years).
However, these FFXI players can still decide which actions they do take from a large list of them (one which increases as they level), and once again, the success of the skill used is determined by a roll of the dice. Be it a spell (hitting hard or being resisted), an attack (a hit or a miss), a cure (will the enemy's luck win out over the person you're trying to save and make you too late), or anything else, it is never guaranteed that you will be successful. There is an element of chance in this digital world. Player skill in FFXI can increase their chances of success, just as how a roleplayer in the physical world can be a master of rolling die and get better results.
Multiple attempts at the same game setup (e.g., repeatedly attempting a mission, or going after a specific mob) would be possible. Its reconstruction is automated since the "GM" designed it once and all you have to do are meet some conditions to start it again, but it is still very much a set series of events which affords you, the player, just enough freedom to be yourself, yet still sets some restrictions that you must abide by.
And if they wished to, all of those players fighting a mob could be roleplaying their actions, either through macros, their in-game discussion, or whatever they chose. They could even do it via VOIP if they wanted. Then again, they wouldn't have to. Neither would people engaging in a tabletop game. They could just keep track of things per usual, roll the dice, accomplish the goals set out by the GM and eventually emerge triumphant (or lose).
Meanwhile, games which allow full sandbox exploration which wildly affects the outcome of an entire gaming experience are far, far different than their tabletop ancestors. With a greater emphasis on story and a much smaller focus on chance and rules, they are far more freeform, almost like a simulation of life within a fantasy world rather than a simple game based in one. Chance doesn't decide whether you can destroy a door or not–you attack it, and it goes down. Chance doesn't tell you whether you can slap someone–you decide to do it, and it is done. The more sandbox-like things get, the less traditional they become, usually only falling on any old school roleplaying rules for combat and not much else. "Avina
Saerun Admin replied
729 weeks ago