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RSDancey replies to Goodman article (Forked Thread: Goodman rebuttal)
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<blockquote data-quote="xechnao" data-source="post: 4837841" data-attributes="member: 58105"><p>Not optimized for a tabletop roleplaying game. The experience is still different than playing online but it has many a price to pay -for example the time some people complain about- and in comparison less more to offer. Moreover there are tabletop games, such as board games that they too offer a different environment than playing online. Which brings us back to focus on the tabletop roleplaying game -nor just tableop, neither just roleplaying game but the unique qualities of the combination of the two which are the exact qualities that should be developed in design. </p><p></p><p>The problem I see with 4e's combat philosophy -which is built around a board game environment: rpgames should be dynamic games. Everchanging games. 4e combat philosophy is totally different. It is build on the encounter idea. Each combat is one full encounter. When you play you think of encounters and what you did or what you can do in these encounters. The rule frames not only respect but are mostly limited in this type of design. For example the choices you have to make for your character creation-development and much thinking process evolves around this. After some time it tends to become repetitive. Because either you like it or not the rules were designed with this repetition in mind. And the game you are playing is all about these rules. I am not talking about the time encounters take here which may be another problem or price to pay. I was mostly trying to make you see the importance of the mind frame behind the design of a game and why the game should be redesigned with a different one if it wants to be a mass market tabletop game. It should struggle to optimize the basics, that will appeal to the casual gamer, not the hardcore one.</p></blockquote><p></p>
[QUOTE="xechnao, post: 4837841, member: 58105"] Not optimized for a tabletop roleplaying game. The experience is still different than playing online but it has many a price to pay -for example the time some people complain about- and in comparison less more to offer. Moreover there are tabletop games, such as board games that they too offer a different environment than playing online. Which brings us back to focus on the tabletop roleplaying game -nor just tableop, neither just roleplaying game but the unique qualities of the combination of the two which are the exact qualities that should be developed in design. The problem I see with 4e's combat philosophy -which is built around a board game environment: rpgames should be dynamic games. Everchanging games. 4e combat philosophy is totally different. It is build on the encounter idea. Each combat is one full encounter. When you play you think of encounters and what you did or what you can do in these encounters. The rule frames not only respect but are mostly limited in this type of design. For example the choices you have to make for your character creation-development and much thinking process evolves around this. After some time it tends to become repetitive. Because either you like it or not the rules were designed with this repetition in mind. And the game you are playing is all about these rules. I am not talking about the time encounters take here which may be another problem or price to pay. I was mostly trying to make you see the importance of the mind frame behind the design of a game and why the game should be redesigned with a different one if it wants to be a mass market tabletop game. It should struggle to optimize the basics, that will appeal to the casual gamer, not the hardcore one. [/QUOTE]
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RSDancey replies to Goodman article (Forked Thread: Goodman rebuttal)
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