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scoop: 4e gamma world
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<blockquote data-quote="I'm A Banana" data-source="post: 5073717" data-attributes="member: 2067"><p>Y'know what I would've liked before "booster packs," if that were the case?</p><p></p><p>Solid PvP rules. </p><p></p><p>A lot of the fun in CCG's is going up against other players to try and win. Everybody puts their all in, and then someone emerges on top.</p><p></p><p>D&D doesn't have solid PvP rules generally because it's collaborative and narrative. The PC's are generally supposed to win, and the DM is generally supposed to be OK with that, because they're characters with history and goals, part of the world. Characters are supposed to be persistent. </p><p></p><p>But EVERYONE has that "which character could win in a fight?" moment. Appealing to that style of play (one that is much more familiar than D&D's amorphous "imaginary character goals" style) would expand the base to competitive players...</p><p></p><p>...and it wouldn't HAVE to have the booster packs, but I suppose it could, and get away with them better.</p><p></p><p>All randomized packs do, in my mind, in a collaborative, narrative game, is artificially limit how cool my character can be. That's less important if my character isn't really something to roleplay as much as it is something to hurl against my opponent until one or the other of us breaks.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5073717, member: 2067"] Y'know what I would've liked before "booster packs," if that were the case? Solid PvP rules. A lot of the fun in CCG's is going up against other players to try and win. Everybody puts their all in, and then someone emerges on top. D&D doesn't have solid PvP rules generally because it's collaborative and narrative. The PC's are generally supposed to win, and the DM is generally supposed to be OK with that, because they're characters with history and goals, part of the world. Characters are supposed to be persistent. But EVERYONE has that "which character could win in a fight?" moment. Appealing to that style of play (one that is much more familiar than D&D's amorphous "imaginary character goals" style) would expand the base to competitive players... ...and it wouldn't HAVE to have the booster packs, but I suppose it could, and get away with them better. All randomized packs do, in my mind, in a collaborative, narrative game, is artificially limit how cool my character can be. That's less important if my character isn't really something to roleplay as much as it is something to hurl against my opponent until one or the other of us breaks. [/QUOTE]
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