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Gygax IP To Be Made Available For Video Games
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<blockquote data-quote="Kobold Boots" data-source="post: 7743138" data-attributes="member: 92239"><p>I would say that there's no need for the video game to replicate what the tabletop game does. Each has its strengths.</p><p></p><p>TT: Your character can have a history, goals, personalization.</p><p>Retort: Only if the DM actually spends time on allowing the players to explore it.</p><p></p><p>VG: The story isn't tailored to you.</p><p>Retort: But at least I don't have a DM screwing it up, and I can still spend time with my friends exploring it fully.</p><p></p><p>TT: You can achieve all of your objectives</p><p>Retort: Yes, I already mentioned this. It's a function of customization.</p><p></p><p>VG: You may not be able to achieve all of your objectives.</p><p>Retort: If you have a good leader, and a good group, you can achieve everything. Fairly, without fluffing die rolls or sitting through absolutely lousy storytelling. Leet isn't handed to you, you have to actually earn it.</p><p></p><p></p><p></p><p>Retort: Any part of a DM's vast game world that isn't experienced by the players, doesn't exist.</p><p>Any part of a video game that is on the map can be experienced when the player earns it or wants to experience it.</p><p>200 people working on an MMO for 10 years have more bandwidth than one DM playing weekly with 5 players over 20 years.</p><p></p><p>I call the basis of the argument sound, but execution is lacking so I would call that bluff every time.</p><p></p><p></p><p></p><p>I would guess that you've never led a 20 or 40 man raid team going for (hopelessly going for really) world-first kills. In a perfect world.</p><p></p><p>1. You've spent weeks prior to raid opening getting your team to level and gear three toons so you've got flexibility with builds.</p><p>2. You've got more toons focused on resource gathering so you can craft all of your buffs and support the main toons with gear that can be good enough until you get the raid drops.</p><p>3. You've vetted personalities and schedules so folks can agree to all be in the same place at the same time so you can spend 4 hours at a go throwing yourselves at bosses up to 400 times before getting a kill. (We averaged around 100 times - but I've heard horror stories in the thousands)</p><p></p><p>Anyhoo, thousands of gold pieces and hundreds of hours go into this kind of thing because you're essentially coordinating a small village. Anyone who has ever been on voice chat during these events knows that it's exuberant chaos when you actually down something, and miserable when you're four hours in on a boss on a weeknight and trying to hammer stuff out. Especially when you lose people after a particularly bad run.</p><p></p><p>4. Dying matters when you play to win. If all you're doing is killing kobolds in goldshire with a level 4 human, well then, yeah, I see your point.</p><p></p><p></p><p></p><p>If I get to hang out with folks I care about and we're shooting the breeze about our families, our work, and keeping in touch - I don't know that I care about the supposed advantages of tabletop and I don't know that they really matter.</p><p></p><p>My experience has been that most of the folks that I know that take your position talk a huge game about how compelling the tabletop experience is, but at the end of the day I play their game and if the personalities aren't right, the game sucks no matter how much work the DM does. When the personalities are right, it's still not the tabletop that's a better experience, it's the people in the group.</p><p></p><p>If I'm with the right people whether it's tabletop or WoW, EsO whatever, that's where the fun is.</p><p></p><p>edit: sorry for the garbage formatting. it's late and for whatever reason, the post I'm replying to really tweaked me.</p><p></p><p>Be well</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7743138, member: 92239"] I would say that there's no need for the video game to replicate what the tabletop game does. Each has its strengths. TT: Your character can have a history, goals, personalization. Retort: Only if the DM actually spends time on allowing the players to explore it. VG: The story isn't tailored to you. Retort: But at least I don't have a DM screwing it up, and I can still spend time with my friends exploring it fully. TT: You can achieve all of your objectives Retort: Yes, I already mentioned this. It's a function of customization. VG: You may not be able to achieve all of your objectives. Retort: If you have a good leader, and a good group, you can achieve everything. Fairly, without fluffing die rolls or sitting through absolutely lousy storytelling. Leet isn't handed to you, you have to actually earn it. Retort: Any part of a DM's vast game world that isn't experienced by the players, doesn't exist. Any part of a video game that is on the map can be experienced when the player earns it or wants to experience it. 200 people working on an MMO for 10 years have more bandwidth than one DM playing weekly with 5 players over 20 years. I call the basis of the argument sound, but execution is lacking so I would call that bluff every time. I would guess that you've never led a 20 or 40 man raid team going for (hopelessly going for really) world-first kills. In a perfect world. 1. You've spent weeks prior to raid opening getting your team to level and gear three toons so you've got flexibility with builds. 2. You've got more toons focused on resource gathering so you can craft all of your buffs and support the main toons with gear that can be good enough until you get the raid drops. 3. You've vetted personalities and schedules so folks can agree to all be in the same place at the same time so you can spend 4 hours at a go throwing yourselves at bosses up to 400 times before getting a kill. (We averaged around 100 times - but I've heard horror stories in the thousands) Anyhoo, thousands of gold pieces and hundreds of hours go into this kind of thing because you're essentially coordinating a small village. Anyone who has ever been on voice chat during these events knows that it's exuberant chaos when you actually down something, and miserable when you're four hours in on a boss on a weeknight and trying to hammer stuff out. Especially when you lose people after a particularly bad run. 4. Dying matters when you play to win. If all you're doing is killing kobolds in goldshire with a level 4 human, well then, yeah, I see your point. If I get to hang out with folks I care about and we're shooting the breeze about our families, our work, and keeping in touch - I don't know that I care about the supposed advantages of tabletop and I don't know that they really matter. My experience has been that most of the folks that I know that take your position talk a huge game about how compelling the tabletop experience is, but at the end of the day I play their game and if the personalities aren't right, the game sucks no matter how much work the DM does. When the personalities are right, it's still not the tabletop that's a better experience, it's the people in the group. If I'm with the right people whether it's tabletop or WoW, EsO whatever, that's where the fun is. edit: sorry for the garbage formatting. it's late and for whatever reason, the post I'm replying to really tweaked me. Be well KB [/QUOTE]
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