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Do more choices make us happier (in gaming)?
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<blockquote data-quote="I'm A Banana" data-source="post: 5146491" data-attributes="member: 2067"><p>IMXP: <strong>Archetype, Archetype, Archetype</strong>.</p><p></p><p>I don't care about playing a shardmind seeker or a dragonborn warlord.</p><p></p><p>I <strong>do</strong> care about playing a <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/KnightInShiningArmor" target="_blank">Knight in Shining Armor</a>, a <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/BadassNormal" target="_blank">Badass Normal</a>, an <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheArchmage" target="_blank">Archmage</a>, or a <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TricksterArchetype" target="_blank">Trickster</a>. Amongst other things.</p><p></p><p>D&D relies on our abilities to realize the archetypes we want to pretend to be, and to inspire us to have new ones. </p><p></p><p>Maybe someday being a shardmind seeker will be <em>totally awesome</em>, something like what making a githzerai monk is today. Or, heck, a fighter. Fighters are basically D&D manufactured archetypes. </p><p></p><p>Choice only matters in as much as we get to choose our archetype. Once we have that, choice is largely superfluous. Once I pick to become a <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/NatureHero" target="_blank">nature hero</a>, the rules should basically just support that choice in various ways, and get the heck out of my way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Choice also matters in play, but that's sort of a different kind of choice than what characters we want to play as. </p><p></p><p>Of course, what archetypes we might want to play are pretty subjective (not everyone wants to be in a <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/Magitek" target="_blank">Magitek</a> world, but probably some folks do), so the game sort of has this quixotic need to support everything it can possibly support, bringing everyone together under one roof as much as possible. This makes it important for D&D to support the guy who wants to play a child charmed by pixies alongside the girl who wants to play someone out of a hyper-violent '80's comic.</p><p></p><p>I'm not even sure most of the designers of the game have ever been aware what a <strong>huge</strong> extent of the game "playing different archetypes" is, but it's probably a lingering reaction from the oversimplification of 2e's "everyone who swings a weapon around is a fighter" style.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5146491, member: 2067"] IMXP: [B]Archetype, Archetype, Archetype[/B]. I don't care about playing a shardmind seeker or a dragonborn warlord. I [B]do[/B] care about playing a [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/KnightInShiningArmor"]Knight in Shining Armor[/URL], a [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/BadassNormal"]Badass Normal[/URL], an [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheArchmage"]Archmage[/URL], or a [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/TricksterArchetype"]Trickster[/URL]. Amongst other things. D&D relies on our abilities to realize the archetypes we want to pretend to be, and to inspire us to have new ones. Maybe someday being a shardmind seeker will be [I]totally awesome[/I], something like what making a githzerai monk is today. Or, heck, a fighter. Fighters are basically D&D manufactured archetypes. Choice only matters in as much as we get to choose our archetype. Once we have that, choice is largely superfluous. Once I pick to become a [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/NatureHero"]nature hero[/URL], the rules should basically just support that choice in various ways, and get the heck out of my way. ;) Choice also matters in play, but that's sort of a different kind of choice than what characters we want to play as. Of course, what archetypes we might want to play are pretty subjective (not everyone wants to be in a [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/Magitek"]Magitek[/URL] world, but probably some folks do), so the game sort of has this quixotic need to support everything it can possibly support, bringing everyone together under one roof as much as possible. This makes it important for D&D to support the guy who wants to play a child charmed by pixies alongside the girl who wants to play someone out of a hyper-violent '80's comic. I'm not even sure most of the designers of the game have ever been aware what a [B]huge[/B] extent of the game "playing different archetypes" is, but it's probably a lingering reaction from the oversimplification of 2e's "everyone who swings a weapon around is a fighter" style. [/QUOTE]
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