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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Neonchameleon" data-source="post: 5988532" data-attributes="member: 87792"><p>Because Monopoly is based on a game that was <a href="http://en.wikipedia.org/wiki/The_Landlord%27s_Game" target="_blank">literally designed to be not fun</a>. It was designed to show how injurious a monopoly was to everyone else involved.</p><p></p><p>And without going into pre-history of Monopoly, there is a fifteen minute cutthroat game inside Monopoly when you decide who gets which sets through auctions and trading. The average game of Monopoly lasts about two hours - of which about half an hour is a very heavily luck-dependent setup to this fifteen minute game, and for the remaining hour and a quarter the game is almost entirely out of the control of the players and results in everyone other than the eventual winner getting slowly crushed.</p><p></p><p>It's this last part that's the bad part. To spend an hour getting slowly and inexorably crushed* is simply unpleasant and gets people annoyed and quarrelsome, which means that Monopoly is the second most likely boardgame to ruin friendships (the most likely, of course, is Diplomacy because that's a game about stabbing all the other players in the back).</p><p></p><p>And then there's Family Monopoly. Family Monopoly has rules like Money For Free Parking, rent free spaces, and other such "nice" rules - all of which have one effect. To make things less vicioius and therefore make the game <em>longer</em>. The fundamental problem with Monopoly is the hour everyone except the winner spends getting crushed, which isn't very fun. Making the game longer turns the one hour of the majority of the table getting inexorably crushed into two.</p><p></p><p>Life/The Game of Life on the other hand is anathema to gamers because, to put it bluntly, it's <a href="http://en.wikipedia.org/wiki/File:CheckeredGameofLife.jpg" target="_blank">reskinned Snakes and Ladders</a>. (More modern editions simply have more of a skin). You go where the dice tell you and do what they tell you with limited player involvement and decision making. The only thing you can really do is use a series of arbitrary events to tell a story - which means storytellers normally dislike it for being a boardgame and gamers normally dislike it for not being much of a game. Kids on the other hand often like structured stories and simply going for it.</p><p></p><p>* Barring spectacular luck which is outside the players' control, and kingmaking in which one player turns over all their resources to a second because they want to make the inexorable defeat go another way - even more annoying because even the winner feels dirty for hanving won.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5988532, member: 87792"] Because Monopoly is based on a game that was [URL="http://en.wikipedia.org/wiki/The_Landlord%27s_Game"]literally designed to be not fun[/URL]. It was designed to show how injurious a monopoly was to everyone else involved. And without going into pre-history of Monopoly, there is a fifteen minute cutthroat game inside Monopoly when you decide who gets which sets through auctions and trading. The average game of Monopoly lasts about two hours - of which about half an hour is a very heavily luck-dependent setup to this fifteen minute game, and for the remaining hour and a quarter the game is almost entirely out of the control of the players and results in everyone other than the eventual winner getting slowly crushed. It's this last part that's the bad part. To spend an hour getting slowly and inexorably crushed* is simply unpleasant and gets people annoyed and quarrelsome, which means that Monopoly is the second most likely boardgame to ruin friendships (the most likely, of course, is Diplomacy because that's a game about stabbing all the other players in the back). And then there's Family Monopoly. Family Monopoly has rules like Money For Free Parking, rent free spaces, and other such "nice" rules - all of which have one effect. To make things less vicioius and therefore make the game [I]longer[/I]. The fundamental problem with Monopoly is the hour everyone except the winner spends getting crushed, which isn't very fun. Making the game longer turns the one hour of the majority of the table getting inexorably crushed into two. Life/The Game of Life on the other hand is anathema to gamers because, to put it bluntly, it's [URL="http://en.wikipedia.org/wiki/File:CheckeredGameofLife.jpg"]reskinned Snakes and Ladders[/URL]. (More modern editions simply have more of a skin). You go where the dice tell you and do what they tell you with limited player involvement and decision making. The only thing you can really do is use a series of arbitrary events to tell a story - which means storytellers normally dislike it for being a boardgame and gamers normally dislike it for not being much of a game. Kids on the other hand often like structured stories and simply going for it. * Barring spectacular luck which is outside the players' control, and kingmaking in which one player turns over all their resources to a second because they want to make the inexorable defeat go another way - even more annoying because even the winner feels dirty for hanving won. [/QUOTE]
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