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*Pathfinder & Starfinder
Of fun and games; was "WoW is not an RPG"
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<blockquote data-quote="Greatwyrm" data-source="post: 3714482" data-attributes="member: 479"><p>I know you put a lot of work into your thoughts, Elfan, but I think this chunk is really the core of what is going on. It's easy to assume at first that the changes in 4e (that we know of) are mostly profit based. Sure, everybody wants to make money. But that shouldn't get in the way of what could be real and good changes to make D&D more enjoyable for everyone.</p><p></p><p>There are a lot of lessons we can learn from MMOs that can now be applied to D&D. Fast, easy character generation. The ability to play with your friends from all corners of the globe. Getting some new skill or ability, even if small, at each level. The ability to rebuild your character if you don't like the choices you've made. "Cooldown" based magic. Content that is continuously refined and expanded. All of these things are improvements, at least to me, which they're talking about taking advantage of.</p><p></p><p>And really, the only thing that's MMO-pricing-based is DNDinsider. But take a look at what you get for what we expect to be $10 per month. Content similar to a subscription to both Dragon and Dungeon and all the online tools (character generator, DM assistant, battlemap and minis, voice chat). If I remember correctly, buying Dragon and Dungeon at the newsstand would have been more than $10 per month. Further, all that is completely optional. If you (the general you, not Elfan specifically) use rptools, OpenRPG, ScreenMonkey, or any of the other competing products, nobody is forcing you to change.</p><p></p><p>Also, why shouldn't an MMO like WoW have persistent, world-affecting storylines? The events that I've played through, specifically opening the gates of Ahn-Qiraj and the Scourge invasion, were both pretty cool. Everybody had their small part to play in the big struggle and was rewarded for it.</p><p></p><p>In the end, if taking ideas from other innovators makes your product better, why not do it?</p></blockquote><p></p>
[QUOTE="Greatwyrm, post: 3714482, member: 479"] I know you put a lot of work into your thoughts, Elfan, but I think this chunk is really the core of what is going on. It's easy to assume at first that the changes in 4e (that we know of) are mostly profit based. Sure, everybody wants to make money. But that shouldn't get in the way of what could be real and good changes to make D&D more enjoyable for everyone. There are a lot of lessons we can learn from MMOs that can now be applied to D&D. Fast, easy character generation. The ability to play with your friends from all corners of the globe. Getting some new skill or ability, even if small, at each level. The ability to rebuild your character if you don't like the choices you've made. "Cooldown" based magic. Content that is continuously refined and expanded. All of these things are improvements, at least to me, which they're talking about taking advantage of. And really, the only thing that's MMO-pricing-based is DNDinsider. But take a look at what you get for what we expect to be $10 per month. Content similar to a subscription to both Dragon and Dungeon and all the online tools (character generator, DM assistant, battlemap and minis, voice chat). If I remember correctly, buying Dragon and Dungeon at the newsstand would have been more than $10 per month. Further, all that is completely optional. If you (the general you, not Elfan specifically) use rptools, OpenRPG, ScreenMonkey, or any of the other competing products, nobody is forcing you to change. Also, why shouldn't an MMO like WoW have persistent, world-affecting storylines? The events that I've played through, specifically opening the gates of Ahn-Qiraj and the Scourge invasion, were both pretty cool. Everybody had their small part to play in the big struggle and was rewarded for it. In the end, if taking ideas from other innovators makes your product better, why not do it? [/QUOTE]
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