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If not magic items, then what?
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<blockquote data-quote="HukdUnFonx" data-source="post: 3940876" data-attributes="member: 56699"><p>In response to what's been said so far, I agree that I don't mind having fewer magic items; my question was more about the implementation than anything. Players need some kind of a reward for adventuring; otherwise there's no motivation to play. I don't suggest that magic items will be removed from the game, but, if there are fewer of them to go around, I wonder what will be the impetus for adventuring to take their place. The designers can certainly balance the game to be reasonable without many magic items, but that still won't remove the need to reward players for accomplishing things.</p><p></p><p></p><p></p><p>I agree (and mentioned in my original post) that plot advancement was one reward for adventuring, but I don't think it's enough to stand in for the immediate gratification offered by magic items. As it stands, from the player's perspective, he generally busts in the door to a dungeon, smooshes whatever's moving in there, and gets rewarded. Real plot advancement tends to be fairly gradual; generally the princess/world/honor will not be saved until reaching the bottom of the dungeon, whereas magic items offer instant gratification anytime. My real question is, if magic items are so rare that they're now also waiting at the bottom of the dungeon rather than a quick reward on the way down, what will take their place as intermediate and immediate gratification for the player?</p></blockquote><p></p>
[QUOTE="HukdUnFonx, post: 3940876, member: 56699"] In response to what's been said so far, I agree that I don't mind having fewer magic items; my question was more about the implementation than anything. Players need some kind of a reward for adventuring; otherwise there's no motivation to play. I don't suggest that magic items will be removed from the game, but, if there are fewer of them to go around, I wonder what will be the impetus for adventuring to take their place. The designers can certainly balance the game to be reasonable without many magic items, but that still won't remove the need to reward players for accomplishing things. I agree (and mentioned in my original post) that plot advancement was one reward for adventuring, but I don't think it's enough to stand in for the immediate gratification offered by magic items. As it stands, from the player's perspective, he generally busts in the door to a dungeon, smooshes whatever's moving in there, and gets rewarded. Real plot advancement tends to be fairly gradual; generally the princess/world/honor will not be saved until reaching the bottom of the dungeon, whereas magic items offer instant gratification anytime. My real question is, if magic items are so rare that they're now also waiting at the bottom of the dungeon rather than a quick reward on the way down, what will take their place as intermediate and immediate gratification for the player? [/QUOTE]
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