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Defining fun
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<blockquote data-quote="ExploderWizard" data-source="post: 6258359" data-attributes="member: 66434"><p>You are the one equating "meaningful" with the output of successful die rolling. "Meaningful" in this case being a minimum amount of damage inflicted regardless of the die rolls. That isn't heroism. That is simply a desire to not suck because you rolled like crap. As I suggested, playing a system in which your ability to have any impact on events is determined by a crap shoot may not be the best choice is you cannot have fun without your numbers coming up. </p><p></p><p></p><p></p><p>To clarify, "winning" is not an end game condition. Winning is merely a success and losing a failure. So if we find a large treasure with relatively little effort in one session its a big "win", and if we get a piddling sum after going through the ringer for it due to back luck or planning then its a "loss". Either way the game isn't over until we want it to be. Even a TPK just means generate new PCs and keep playing. So "winning" isn't that big of a deal. </p><p></p><p></p><p></p><p></p><p>I don't care about the DoaM specifically. I wanted to talk about fun. For me, talking about damage contributions as a measure of meaningful action isn't fun. In an MMO yes, in a tabletop rpg, not so much.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6258359, member: 66434"] You are the one equating "meaningful" with the output of successful die rolling. "Meaningful" in this case being a minimum amount of damage inflicted regardless of the die rolls. That isn't heroism. That is simply a desire to not suck because you rolled like crap. As I suggested, playing a system in which your ability to have any impact on events is determined by a crap shoot may not be the best choice is you cannot have fun without your numbers coming up. To clarify, "winning" is not an end game condition. Winning is merely a success and losing a failure. So if we find a large treasure with relatively little effort in one session its a big "win", and if we get a piddling sum after going through the ringer for it due to back luck or planning then its a "loss". Either way the game isn't over until we want it to be. Even a TPK just means generate new PCs and keep playing. So "winning" isn't that big of a deal. I don't care about the DoaM specifically. I wanted to talk about fun. For me, talking about damage contributions as a measure of meaningful action isn't fun. In an MMO yes, in a tabletop rpg, not so much. [/QUOTE]
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