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Falling out of love with your game
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<blockquote data-quote="Jhaelen" data-source="post: 5015583" data-attributes="member: 46713"><p>This is one of the two most important reasons I can think of.</p><p></p><p>A game can play very different at low levels than at high levels and this is not something you'll learn by just reading the rules. You have to get there by actually playing the game through those levels.</p><p></p><p>The second important reason is system mastery:</p><p>When you start playing with a new system everything's great. Then you discover some things don't work as well as others in actual play. With every new character you make, you'll find out new things that work and others that don't. </p><p>Eventually, you'll reach the point where you find that the plethora of options the system seemed to offer in the beginning mostly just aren't 'viable'.</p><p></p><p>When one of the players in my 3e campaign recently had to roll up a new character he told me he wasn't really interested in doing anything different than with his last character. He had tried several classes and found the one that was most fun to him and he also had found an optimized build that he didn't want to deviate from.</p><p></p><p>While I don't share his view, I can understand the notion. Unfortunately, that's a sure sign to me that the system's lifetime has expired.</p><p></p><p>I'm quite sure the same thing will happen in 4e, too. It's just a question of when, not if. I also believe that things like the CO boards actually accelerate a system's demise. By (over)analyzing a system and finding 'optimal' builds they kill every sub-optimal option in the game (at least for players who care about that kind of thing).</p><p></p><p>That also highlights the purpose of supplements: they're an attempt to prolong a system's lifetime by providing more (and eventually better) options.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5015583, member: 46713"] This is one of the two most important reasons I can think of. A game can play very different at low levels than at high levels and this is not something you'll learn by just reading the rules. You have to get there by actually playing the game through those levels. The second important reason is system mastery: When you start playing with a new system everything's great. Then you discover some things don't work as well as others in actual play. With every new character you make, you'll find out new things that work and others that don't. Eventually, you'll reach the point where you find that the plethora of options the system seemed to offer in the beginning mostly just aren't 'viable'. When one of the players in my 3e campaign recently had to roll up a new character he told me he wasn't really interested in doing anything different than with his last character. He had tried several classes and found the one that was most fun to him and he also had found an optimized build that he didn't want to deviate from. While I don't share his view, I can understand the notion. Unfortunately, that's a sure sign to me that the system's lifetime has expired. I'm quite sure the same thing will happen in 4e, too. It's just a question of when, not if. I also believe that things like the CO boards actually accelerate a system's demise. By (over)analyzing a system and finding 'optimal' builds they kill every sub-optimal option in the game (at least for players who care about that kind of thing). That also highlights the purpose of supplements: they're an attempt to prolong a system's lifetime by providing more (and eventually better) options. [/QUOTE]
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