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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: 5168244" data-attributes="member: 22779"><p>Celebrim, I do think Pemerton has a point here. </p><p></p><p>Since delayed gratification in the sense that you're using it doesn't mean, "suffer now to reap rewards later" but rather just means, "have a bit less fun now to reap rewards later, but have fun all the time", doesn't appealing to the ego-gamer actually help this?</p><p></p><p>I was being a bit tongue in cheek before with the idea that now everyone is a fighter, but, really, I do think there's a point in there. A fighter doesn't start slow and then get better - a fighter does what he does from the first second he hits the table. While he gets better at doing what he does, there is no real significant difference at any point in his career between what he does now and what he does later.</p><p></p><p>A caster, OTOH, changes massively throughout his career. The caster starts out very, very weak and then gets to the point where he's blowing spells every round because he has power to spare. And it also gets applied out of combat as well - all the "screw the rogue" type spells that people lament about. </p><p></p><p>It's the difference between a straight line power curve and an exponential one. </p><p></p><p>Is the new paradigm really appealing to "twitch gamers" or simply trying to ensure that you engage everyone at the table as much as possible? To end the whole "twenty minutes of fun wrapped up in four hours" that tends to characterize older games?</p><p></p><p>Or, to put it another way, is the shift in games not a recognition of a failure on the part of older games to engage players meaningfully for rather lengthy periods of time?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5168244, member: 22779"] Celebrim, I do think Pemerton has a point here. Since delayed gratification in the sense that you're using it doesn't mean, "suffer now to reap rewards later" but rather just means, "have a bit less fun now to reap rewards later, but have fun all the time", doesn't appealing to the ego-gamer actually help this? I was being a bit tongue in cheek before with the idea that now everyone is a fighter, but, really, I do think there's a point in there. A fighter doesn't start slow and then get better - a fighter does what he does from the first second he hits the table. While he gets better at doing what he does, there is no real significant difference at any point in his career between what he does now and what he does later. A caster, OTOH, changes massively throughout his career. The caster starts out very, very weak and then gets to the point where he's blowing spells every round because he has power to spare. And it also gets applied out of combat as well - all the "screw the rogue" type spells that people lament about. It's the difference between a straight line power curve and an exponential one. Is the new paradigm really appealing to "twitch gamers" or simply trying to ensure that you engage everyone at the table as much as possible? To end the whole "twenty minutes of fun wrapped up in four hours" that tends to characterize older games? Or, to put it another way, is the shift in games not a recognition of a failure on the part of older games to engage players meaningfully for rather lengthy periods of time? [/QUOTE]
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