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Raiding vs. tabletopping
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<blockquote data-quote="Cadfan" data-source="post: 5047229" data-attributes="member: 40961"><p>To the OPs point, there are a few things that MMOs do well that tabletop games don't do particularly well. I'm not sure that the solution to this is to abandon these things in every case in order to focus on other matters, but I do think its worth being aware of them.</p><p></p><p>1. Status and Prestige. An MMO takes place in a shared environment, and your character has access to a lot of goods that signal your status to others. Your level, your gear, your guild signatures, all can signal to others that you are more awesome than they. Tabletop games are bad at this because the audience to whom you can broadcast your status is limited to the other players at your table, and because tabletop games tend to avoid large power disparities between characters in the same group.</p><p></p><p>2. High decisions-per-second. MMOs, particularly in combat, involve a fair amount of thinking and decision making. Granted, a lot of it is repetitious. And tabletop games can do a lot in the way of tactical gaming. But in a tabletop game a good portion of the game is spent engaging passively- listening to the DM, listening to other players, or simply waiting for your turn to act while other people have the floor. An MMO has some serious down time putting together a group, but once that's done you are very engaged in the process. You have many abilities, often with independent recharge rates, or you have a mana supply that is consumed and replenished in multiple ways, and you juggle a massive amount of information and options at once in real time. This can be quite difficult, which is the reason that high level raids can vary in success so much based on the skill of the players involved.</p><p></p><p>3. A sense of community. Many MMOs can support an actual community of players in which different roles and jobs are inhabited by known characters with reputations and established presences. Not every MMO does this, but no tabletop game does this.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 5047229, member: 40961"] To the OPs point, there are a few things that MMOs do well that tabletop games don't do particularly well. I'm not sure that the solution to this is to abandon these things in every case in order to focus on other matters, but I do think its worth being aware of them. 1. Status and Prestige. An MMO takes place in a shared environment, and your character has access to a lot of goods that signal your status to others. Your level, your gear, your guild signatures, all can signal to others that you are more awesome than they. Tabletop games are bad at this because the audience to whom you can broadcast your status is limited to the other players at your table, and because tabletop games tend to avoid large power disparities between characters in the same group. 2. High decisions-per-second. MMOs, particularly in combat, involve a fair amount of thinking and decision making. Granted, a lot of it is repetitious. And tabletop games can do a lot in the way of tactical gaming. But in a tabletop game a good portion of the game is spent engaging passively- listening to the DM, listening to other players, or simply waiting for your turn to act while other people have the floor. An MMO has some serious down time putting together a group, but once that's done you are very engaged in the process. You have many abilities, often with independent recharge rates, or you have a mana supply that is consumed and replenished in multiple ways, and you juggle a massive amount of information and options at once in real time. This can be quite difficult, which is the reason that high level raids can vary in success so much based on the skill of the players involved. 3. A sense of community. Many MMOs can support an actual community of players in which different roles and jobs are inhabited by known characters with reputations and established presences. Not every MMO does this, but no tabletop game does this. [/QUOTE]
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