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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Neonchameleon" data-source="post: 7456043" data-attributes="member: 87792"><p>I do however regard it as <em>a</em> limitation and one that if there is some way of mitigating it can be useful to do so.</p><p></p><p></p><p></p><p>And here's the heart of the matter.</p><p></p><p></p><p></p><p>Whereas I think that any warrior who isn't terminally stupid who is fighting kobolds and knows that they will be fighting a dragon later will deliberately pace themselves against the kobolds and go all out against the dragon. In the one case they die only if they <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> up, and in the other they die if they don't bring their A game.</p><p></p><p></p><p></p><p>And here is where castigate just about every designer of a class based game between E. Gary Gygax in 1974 and D. Vincent Baker in 2010. Because to me "it just doesn't work for me" is a big part of what should be the beauty of a class based game.</p><p></p><p>If I see a fighter (as I do) as an athlete who paces themselves and who needs some form of mechanic to indicate when they are going all out against the enemy in order to fit the archetype and you see a fighter as someone who always performs at the same level then, in a class based game, there is precisely no reason we shouldn't be able to have our two fighters sitting side by side at the same table from different classes or subclasses. And whereas I'd find yours mechanically tedious, stifling, and anti-immersive and you'd find mine dissasociated and anti-immersive <em>who cares</em>? I don't have to play yours and you don't have to play mine. </p><p></p><p>Designing a class in a class based game should essentially be designing almost an entirely new game (and both Gygax and Baker got that; the oD&D fighter, magic user, and cleric were basically playing entirely different games based on their relationship to exploration and loot while Baker's Apocalypse World and its good hacks are essentially a different game per playbook with some overlap).</p><p></p><p></p><p></p><p>First, I think most adventurers would be unreasonable people or they wouldn't make their living as adventurers. Second I work in a hospital and I can tell you this isn't true.</p><p></p><p></p><p></p><p>And one question I'd ask is whether you want to control the parts of the game you interface with for your playstyle or you need all the players to interface with the game the same way. As I said, one of the key strengths of a class based game is that different people can handle things differently.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7456043, member: 87792"] I do however regard it as [I]a[/I] limitation and one that if there is some way of mitigating it can be useful to do so. And here's the heart of the matter. Whereas I think that any warrior who isn't terminally stupid who is fighting kobolds and knows that they will be fighting a dragon later will deliberately pace themselves against the kobolds and go all out against the dragon. In the one case they die only if they :):):):) up, and in the other they die if they don't bring their A game. And here is where castigate just about every designer of a class based game between E. Gary Gygax in 1974 and D. Vincent Baker in 2010. Because to me "it just doesn't work for me" is a big part of what should be the beauty of a class based game. If I see a fighter (as I do) as an athlete who paces themselves and who needs some form of mechanic to indicate when they are going all out against the enemy in order to fit the archetype and you see a fighter as someone who always performs at the same level then, in a class based game, there is precisely no reason we shouldn't be able to have our two fighters sitting side by side at the same table from different classes or subclasses. And whereas I'd find yours mechanically tedious, stifling, and anti-immersive and you'd find mine dissasociated and anti-immersive [I]who cares[/I]? I don't have to play yours and you don't have to play mine. Designing a class in a class based game should essentially be designing almost an entirely new game (and both Gygax and Baker got that; the oD&D fighter, magic user, and cleric were basically playing entirely different games based on their relationship to exploration and loot while Baker's Apocalypse World and its good hacks are essentially a different game per playbook with some overlap). First, I think most adventurers would be unreasonable people or they wouldn't make their living as adventurers. Second I work in a hospital and I can tell you this isn't true. And one question I'd ask is whether you want to control the parts of the game you interface with for your playstyle or you need all the players to interface with the game the same way. As I said, one of the key strengths of a class based game is that different people can handle things differently. [/QUOTE]
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