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<blockquote data-quote="MerricB" data-source="post: 5147550" data-attributes="member: 3586"><p>Once you are <em>playing</em> Axis & Allies, what motivates what you do? For most people, they are attempting to <em>win</em> the game, and their <em>overall goals</em> are set down by the designer of the game. The play from then on is set by attempting to move towards that ultimate goal, as adjusted by the countertactics (and countering the tactics) of the other players.</p><p></p><p>However, the method by which they move towards that goal - do they build up their forces first then invade; do they invade with a smaller force looking for a quick victory - is up to them and not determined by the game designer - save the general parameters of the game system. </p><p></p><p>In D&D terms, it's like running a campaign where you and the players have agreed on the overall goal (Destroy the Dark Tower), but from then on the players determine what path they take towards that goal. Of course, they might need to react to NPC actions, but they have the luxury of doing or avoiding such actions.</p><p></p><p>Compare then to the more limited choices of <em>Command & Colours: Ancients</em> or even <em>Thurn und Taxis</em>. In both games, you're limited to what your cards allow. In some cases, you have a relatively wide selection of options; sometimes you are extremely constrained. Your goal is normally to win, but you have much fewer options. In both these games, your play may be constrained greatly, especially in comparison to other games.</p><p></p><p>The scripting in these games also varies; <em>Arkham Horror</em> is a pretty impressive addition to the adventure genre. It's interesting to see how sandboxy it and a game like <em>Talisman</em> plays. Conversely, a game like Knizia's <em>Lord of the Rings</em> is far more scripted. Each board has a goal (or two). </p><p></p><p>The similarity between all of these games is that their ultimate goals are well-defined by the game designer. When you pick up and play one of them, you know what the game experience will be like.</p><p></p><p>The difference with D&D is profound: in D&D, the ultimate goal may be decided by the DM, by the players, or indeed for there to be no ultimate goal. Going exploring and looking around might be an initial spur for some D&D games, but it hardly applies to all.</p></blockquote><p></p>
[QUOTE="MerricB, post: 5147550, member: 3586"] Once you are [i]playing[/i] Axis & Allies, what motivates what you do? For most people, they are attempting to [i]win[/i] the game, and their [i]overall goals[/i] are set down by the designer of the game. The play from then on is set by attempting to move towards that ultimate goal, as adjusted by the countertactics (and countering the tactics) of the other players. However, the method by which they move towards that goal - do they build up their forces first then invade; do they invade with a smaller force looking for a quick victory - is up to them and not determined by the game designer - save the general parameters of the game system. In D&D terms, it's like running a campaign where you and the players have agreed on the overall goal (Destroy the Dark Tower), but from then on the players determine what path they take towards that goal. Of course, they might need to react to NPC actions, but they have the luxury of doing or avoiding such actions. Compare then to the more limited choices of [i]Command & Colours: Ancients[/i] or even [i]Thurn und Taxis[/i]. In both games, you're limited to what your cards allow. In some cases, you have a relatively wide selection of options; sometimes you are extremely constrained. Your goal is normally to win, but you have much fewer options. In both these games, your play may be constrained greatly, especially in comparison to other games. The scripting in these games also varies; [i]Arkham Horror[/i] is a pretty impressive addition to the adventure genre. It's interesting to see how sandboxy it and a game like [i]Talisman[/i] plays. Conversely, a game like Knizia's [i]Lord of the Rings[/i] is far more scripted. Each board has a goal (or two). The similarity between all of these games is that their ultimate goals are well-defined by the game designer. When you pick up and play one of them, you know what the game experience will be like. The difference with D&D is profound: in D&D, the ultimate goal may be decided by the DM, by the players, or indeed for there to be no ultimate goal. Going exploring and looking around might be an initial spur for some D&D games, but it hardly applies to all. [/QUOTE]
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