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*Pathfinder & Starfinder
D&D and World of Warcraft (Not a Rant)
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<blockquote data-quote="Rykaar" data-source="post: 3844331" data-attributes="member: 56361"><p>I excerpted most of the above because it really nails the advantages of D&D. I'll take issue with #4 in a minute. First a disclaimer: I've been a WoW player for almost 3 years, and have logged almost 2,000 hours into the game (yep, I'm still waiting on the "life" I ordered...I think it's been delayed again). I've been a D&D player for almost 30 years and have logged far more hours between playing the game, thinking about it, and discussing it.</p><p></p><p>I started EverQuest in its earliest days and lasted about 2 months before the sickening aspects of the game killed it for me. I walked into a town that had a big bad gnoll who was renowned for dropping a magic tomahawk that my ranger wanted. Well, over 60 people were standing around waiting for him to randomly appear--and some had been there for more than 12 hours. I closed my account that night and vowed "never again for MMO"</p><p></p><p>But WoW pulled me in, hook line and sinker. It's what you can do if you don't have a D&D group that gets together as much as your free time requires them to. It's all about YOU (and possibly some real life or in game friends) exploring the world and at least pretending that your actions matter, even though another person five minutes from now is going to kill the pirate boss and return a shipment of spyglasses to the goblins of Ratchet.</p><p></p><p>But like Kamikaze Midget stated it, what WoW isn't, is a world that revolves around you. Even the main story points are mass encounters in very dangerous dungeons against bosses that drop legendary loot--and you'll go back and kill them again in a week so other people in your "raid party" get good gear too.</p><p></p><p>But let's be honest about something before we look at 4e as somehow turning D&D into WoW. In what way are "Living" campaigns personal? By their very nature they're prefabricated settings that a group of sometimes randomly shuffled players get dropped into for a few hours. That's pretty much "Pick Up Groups" in WoW, and the setting is just as unconcerned about who you are and what you've done in that case. Someone else is doing the exact same thing in their version of the setting, and others will be doing so tomorrow.</p><p></p><p>And with gear that artificially boosts your primary stats to ridiculous levels (I'm thinking about the headband of intellect, or whatever it's called) you're really in a mode of defining your character as much by his belongings as by the nature of his personality or personal skills. Can't blame 4e for that either.</p><p></p><p>Gleemax is a concern to me because it seems like a unified technological means of strongly tempting players into the "Living" setting mindset, but buying the paper rules, and allowing flesh and blood DM's to bend the world to suit the tastes of themselves and their players is how 4e will always be much more personal and fun than any MMO.</p><p></p><p>Oh, but regarding #4 above? I love raiding, and when you're "progressing" to new content and not "farming" stuff you've done before, the excitement and tension is far more than just the "strategy of your own abilities". But I'll play D&D before WoW anyday <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Rykaar, post: 3844331, member: 56361"] I excerpted most of the above because it really nails the advantages of D&D. I'll take issue with #4 in a minute. First a disclaimer: I've been a WoW player for almost 3 years, and have logged almost 2,000 hours into the game (yep, I'm still waiting on the "life" I ordered...I think it's been delayed again). I've been a D&D player for almost 30 years and have logged far more hours between playing the game, thinking about it, and discussing it. I started EverQuest in its earliest days and lasted about 2 months before the sickening aspects of the game killed it for me. I walked into a town that had a big bad gnoll who was renowned for dropping a magic tomahawk that my ranger wanted. Well, over 60 people were standing around waiting for him to randomly appear--and some had been there for more than 12 hours. I closed my account that night and vowed "never again for MMO" But WoW pulled me in, hook line and sinker. It's what you can do if you don't have a D&D group that gets together as much as your free time requires them to. It's all about YOU (and possibly some real life or in game friends) exploring the world and at least pretending that your actions matter, even though another person five minutes from now is going to kill the pirate boss and return a shipment of spyglasses to the goblins of Ratchet. But like Kamikaze Midget stated it, what WoW isn't, is a world that revolves around you. Even the main story points are mass encounters in very dangerous dungeons against bosses that drop legendary loot--and you'll go back and kill them again in a week so other people in your "raid party" get good gear too. But let's be honest about something before we look at 4e as somehow turning D&D into WoW. In what way are "Living" campaigns personal? By their very nature they're prefabricated settings that a group of sometimes randomly shuffled players get dropped into for a few hours. That's pretty much "Pick Up Groups" in WoW, and the setting is just as unconcerned about who you are and what you've done in that case. Someone else is doing the exact same thing in their version of the setting, and others will be doing so tomorrow. And with gear that artificially boosts your primary stats to ridiculous levels (I'm thinking about the headband of intellect, or whatever it's called) you're really in a mode of defining your character as much by his belongings as by the nature of his personality or personal skills. Can't blame 4e for that either. Gleemax is a concern to me because it seems like a unified technological means of strongly tempting players into the "Living" setting mindset, but buying the paper rules, and allowing flesh and blood DM's to bend the world to suit the tastes of themselves and their players is how 4e will always be much more personal and fun than any MMO. Oh, but regarding #4 above? I love raiding, and when you're "progressing" to new content and not "farming" stuff you've done before, the excitement and tension is far more than just the "strategy of your own abilities". But I'll play D&D before WoW anyday :D [/QUOTE]
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