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So what's gold gonna be for?
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<blockquote data-quote="TwinBahamut" data-source="post: 3830696" data-attributes="member: 32536"><p>This is the exact problem. Throughout the character's careers, they are always investing in new equipment. Or rather, <em>every</em> character <em>must</em> invest, and no other options are available.</p><p></p><p></p><p>I still disagree. First, WoW, Everquest, and Diablo are all a very limited sample of games, and should not be used to determine what is average for all kinds of games, since they are all similar to each other, and different from other games.</p><p></p><p>However, you yourself have pointed out that "winning the game" is an alternative incentive. I would claim that it is the primary incentive for RPGs, including D&D. Yes, I am claiming that it is possible to "beat D&D", or more specifically, to defeat a BBEG, save the kingdom/world/etc, and bring a campaign and story to a satisfying conclusion. I think far more D&D campaigns prioritize a long-running story, than merely have the characters running around on a loot hunt with no plot.</p><p></p><p>As a whole, I can name <em>many</em> counter-examples to your claim. There are many games, among both tabletop RPGs and videogame RPGs, in which loot is just a perk, rather than the goal. In fact, I can name many games which lack either money, or equipment, or both. HERO Champions and BESM both come to mind here, as well as D20 Modern (abstracts it and doesn't use it as a reward by the RAW), come to mind for tabletop games. There are many variations among videogames. Other than MUDs and MMORPGs, I can't think of a single computer/videogame RPG which doesn't have a central plot. Even open-ended games like Diablo have an ending.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3830696, member: 32536"] This is the exact problem. Throughout the character's careers, they are always investing in new equipment. Or rather, [i]every[/i] character [i]must[/i] invest, and no other options are available. I still disagree. First, WoW, Everquest, and Diablo are all a very limited sample of games, and should not be used to determine what is average for all kinds of games, since they are all similar to each other, and different from other games. However, you yourself have pointed out that "winning the game" is an alternative incentive. I would claim that it is the primary incentive for RPGs, including D&D. Yes, I am claiming that it is possible to "beat D&D", or more specifically, to defeat a BBEG, save the kingdom/world/etc, and bring a campaign and story to a satisfying conclusion. I think far more D&D campaigns prioritize a long-running story, than merely have the characters running around on a loot hunt with no plot. As a whole, I can name [i]many[/i] counter-examples to your claim. There are many games, among both tabletop RPGs and videogame RPGs, in which loot is just a perk, rather than the goal. In fact, I can name many games which lack either money, or equipment, or both. HERO Champions and BESM both come to mind here, as well as D20 Modern (abstracts it and doesn't use it as a reward by the RAW), come to mind for tabletop games. There are many variations among videogames. Other than MUDs and MMORPGs, I can't think of a single computer/videogame RPG which doesn't have a central plot. Even open-ended games like Diablo have an ending. [/QUOTE]
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