well last I checked rpg stands for role playing game
not number crunching game.
As long as you play a role it shouldn′t really matter if it′s you or your character pulling the trigger.
it′s just a left over from the old days the RPG= number crunshing due to game limits.
Well, yes. A
role playing game. You play the role of another being that has its strenghts an weaknesses.
That's how I normally understand it.
Virtual larping is another topic, let's keep this one on minigames.
I think it depends on what type of mini-game we are talking about.
Take a poker game for example; Perhaps there could be a perk that allows you to cheat in card games and in poker it allows you to hide a card in your sleeve. Luck could determine how likely it would be to get caught playing the pocketed card. Speech could govern if you could talk your way out of the situation without getting into a fight. It would still require the player to actually play the game but said things would also effect the overall outcome.
Now for lockpicking; I thinks that it could be a blend of Oblivions way (But much harder) and F3's way. Luck along with lockpicking skill would determine your success. Allowing you to attempt locks out of your skill range but usually ending in dozens of broken lockpicks.
Oh, I agree. Though I must make myself clear... Gambling must/should be based on minigames, but more crucial things like lockpicking and hacking - I think - should not. They should be based more on character skill than the players agility with mouse or controller.
I'm quite sure there can be lockpicking and hacking systems that employ both in a same degree, but how would they work? What would their premises be and how would they prevent the playerskill from taking over?