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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Hussar" data-source="post: 5158921" data-attributes="member: 22779"><p>But, that's not ALL you do on your turn. If you are sleeping, you make one die roll and you're done. If you are up and about, you move, make your attack, possibly perform a third action, possible use an action point to perform another action, possibly are granted another action by another player, possibly perform an Opportunity Attack, and, to top it all off, you can talk in character at any point in time.</p><p></p><p>So, no, the two things are not equal. On one hand, you make a single die roll and pass to the next person. On the other, you take a full turn, plus other actions as well.</p><p></p><p>This is true regardless of edition really.</p><p></p><p>----------------</p><p></p><p>That being said, I do agree that the game has to do everything humanly possible to attract new GM's. Without GM's you have no games at all. With that in mind, what do you think WOTC could be doing that it isn't doing now to attract new GM's?</p><p></p><p>Keep in mind, one thing. Goal oriented gamers are probably the most easily satisfied. It's easier to keep that guy happy than probably any other gamer - give him a straight up challenge that isn't pixel-bitching and he's good to go. Get an entire group of them, and DMing is probably the easiest job in the world.</p><p></p><p>Couldn't you say that by creating goal oriented players, the game makes entry into DMing easier? </p><p></p><p>I would point out that earliest forms of D&D certainly moved in this direction. Basic/Expert D&D was all about go to this place, kill these things, take that treasure, go home. Wash, rinse, repeat. Basic D&D spent maybe a page on anything that wasn't directly related to kill and loot. Expert spent a bit more time, but, most of that was on designing an outdoor adventure where you would kill and loot. It wasn't until the Companion rules that you saw other real goals. And even then, the goal was pretty specific - become a lord, then an emperor then a god in the Immortals set.</p><p></p><p>In AD&D, it was kill and loot until you got enough to build your castle and get your followers. Then it was "retire that character and start again".</p><p></p><p>D&D has pretty much always catered to the goal oriented player hasn't it?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5158921, member: 22779"] But, that's not ALL you do on your turn. If you are sleeping, you make one die roll and you're done. If you are up and about, you move, make your attack, possibly perform a third action, possible use an action point to perform another action, possibly are granted another action by another player, possibly perform an Opportunity Attack, and, to top it all off, you can talk in character at any point in time. So, no, the two things are not equal. On one hand, you make a single die roll and pass to the next person. On the other, you take a full turn, plus other actions as well. This is true regardless of edition really. ---------------- That being said, I do agree that the game has to do everything humanly possible to attract new GM's. Without GM's you have no games at all. With that in mind, what do you think WOTC could be doing that it isn't doing now to attract new GM's? Keep in mind, one thing. Goal oriented gamers are probably the most easily satisfied. It's easier to keep that guy happy than probably any other gamer - give him a straight up challenge that isn't pixel-bitching and he's good to go. Get an entire group of them, and DMing is probably the easiest job in the world. Couldn't you say that by creating goal oriented players, the game makes entry into DMing easier? I would point out that earliest forms of D&D certainly moved in this direction. Basic/Expert D&D was all about go to this place, kill these things, take that treasure, go home. Wash, rinse, repeat. Basic D&D spent maybe a page on anything that wasn't directly related to kill and loot. Expert spent a bit more time, but, most of that was on designing an outdoor adventure where you would kill and loot. It wasn't until the Companion rules that you saw other real goals. And even then, the goal was pretty specific - become a lord, then an emperor then a god in the Immortals set. In AD&D, it was kill and loot until you got enough to build your castle and get your followers. Then it was "retire that character and start again". D&D has pretty much always catered to the goal oriented player hasn't it? [/QUOTE]
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