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Power Gaming: the result of leveling power driven design
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<blockquote data-quote="iserith" data-source="post: 7435747" data-attributes="member: 97077"><p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'">I think it's perfectly reasonable behavior to try to be the best as something - anything worth doing is worth doing well and all that. To that end, a leveling system and the ability to optimize basically mirrors life. That is, the opportunity to be a little better than you were yesterday and, hopefully, the best you <em>can</em> be in one or more areas. This is something that's easily relatable in my view. It's certainly something I try to do with my own life, for example.</span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'">This sounds like the DM has some issues, but let's be charitable and look at it another way: If the player took these resources or earned them (as in the case of treasure and, say, levels to get feats) and the result is that the party no longer has to deal with ambushes or surprise, that's still pretty good, right? There doesn't need to be any ambushes or surprises in order for those investments to pay off. They're paying off by completely removing surprise from the game in this case. Which would indicate the outcome is even better than this player might have expected.</span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'">The ability to fight ever more powerful opponents.</span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p></p><p>My experience, outside of players just being jerks (which can happen), is that issues with power-gaming are really a DM problem. The DM wants particular outcomes, isn't getting them, and is dissatisfied. Often it comes down to their prep and their perception of how things "should" be. The trick in my opinion is to not want any particular outcome other than a fun time for all and an exciting, memorable story being told as a result of playing.</p></blockquote><p></p>
[QUOTE="iserith, post: 7435747, member: 97077"] [LEFT][COLOR=#222222][FONT=Verdana] I think it's perfectly reasonable behavior to try to be the best as something - anything worth doing is worth doing well and all that. To that end, a leveling system and the ability to optimize basically mirrors life. That is, the opportunity to be a little better than you were yesterday and, hopefully, the best you [I]can[/I] be in one or more areas. This is something that's easily relatable in my view. It's certainly something I try to do with my own life, for example. This sounds like the DM has some issues, but let's be charitable and look at it another way: If the player took these resources or earned them (as in the case of treasure and, say, levels to get feats) and the result is that the party no longer has to deal with ambushes or surprise, that's still pretty good, right? There doesn't need to be any ambushes or surprises in order for those investments to pay off. They're paying off by completely removing surprise from the game in this case. Which would indicate the outcome is even better than this player might have expected. The ability to fight ever more powerful opponents. [/FONT][/COLOR][/LEFT] My experience, outside of players just being jerks (which can happen), is that issues with power-gaming are really a DM problem. The DM wants particular outcomes, isn't getting them, and is dissatisfied. Often it comes down to their prep and their perception of how things "should" be. The trick in my opinion is to not want any particular outcome other than a fun time for all and an exciting, memorable story being told as a result of playing. [/QUOTE]
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