ARandomGod
First Post
Faraer said:I think powergaming is quite antithetical to heroism. Heroism is self-sacrifice and perseverance against odds; powergaming is trying to 'win' the game by making your character as invulnerable as possible before play even begins.
This doesn't make sense to me. You say that power gaming, as you are defining it, is trying to make the character as invulnerable as possible before play even begins. Hence before there is any opportunity to have self sacrifice... Hence trying to make a character with more self to potentially sacrifice... and therefore making one more capable of said sacrifice and therefore more capable of heroism as you have defined it here.
So, as I'm understanding it, you're saying here that the ability to BE a hero is antithetical to heroism itself, and therefore hero's are antihero's... well, it just breaks down. I don't see any sense in this attempt. Could you try again?
Faraer said:The current vogue is 'all play styles are equally valid'. I don't agree; I think powergaming is bad, because the kid-in-candy-store, power-ups, 'levelling up', 'character build' mentality is a shallow, self-aggrandizing one that gets some people quick thrills at the expense of long-term enjoyment and that of other players.
Once again, I'm not getting it. Sure, I'll agree that the quick fix isn't as good as long term enjoyment. But then again, building a character is long term. The quick fix of taking a feat without planning the character in full seems to be anti "powergaming" as you have defined it, and yet you're saying that it's anti itself too... Well.. What are you attempting to say?
Faraer said:Aside from all this anecdotal stuff, I assume that Ryan Dancey's 1999 market research did conclude powergaming was widespread enough that the game should cater to it. This seems to be a foolish way to restrict the game to the kinds of people already playing it, though.
This I undersand. On the other hand, I at least semi-disagree with it. Or with part of it. Market research shows that people *will pay more* if you build a game with the potential to powergame, because you release the power gradually. This is what is meant when people say that WoTC didn't really make D&D so much as they made Magic: The RollPlaying. They took what they learned from magic and expansions and card (feat) combinations, and are making you buy more and more cards. And you do it. And it's very design is to encourage you to do so. They made the game this way to encourage powergaming and moneyspending. It's simple economics. Sure, you can get money spending other ways, other companies have done it. But obviously not with the success of Magic. And that's what this company is selling.