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So what's gold gonna be for?
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<blockquote data-quote="Kraydak" data-source="post: 3836434" data-attributes="member: 12306"><p>I have played DnD with bad DMs, mediocre DMs and a few superb DMs. <strong>None</strong> of them, not even the best, could run an Empire building game at a level that would interest me. The DMing load would simply be too great and DM whim would become utterly dominant. In a dungeoncrawl there will be 2-3 different factions, with specific relations and intrigues. In an Empire campaign, there will be 10s of different factions, and 100s to 1000s of faction-faction relationships. All respect to DMs, but running that well is beyond any human. Which results in either a "mother-may-I" campaign or a campaign with curiously passive NPCs waiting to get rolled when the PCs get around to it.</p><p></p><p>Empire games are about political relations, and the problem of vast numbers of factions is best solved by having vast numbers of players. The advantage of tabletop RPGs over CRPGs/MMORPGs lies in tactical flexibility, rather than political complexity.</p><p></p><p>With current technology, the advantages and disadvantages are:</p><p>CRPGs: no need for a group, high dev time/play time ratio at the cost of tactical flexibility due to programming limitations</p><p>Table-top: high tactical flexibility at the cost of low dev time/play time ratios and low complexity due to human limitations of the DM</p><p>MMORPG: as per CRPG, with added possibility of high tactical/political complexity with PvP at the added cost of policing anti-social behavior (griefing)</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3836434, member: 12306"] I have played DnD with bad DMs, mediocre DMs and a few superb DMs. [B]None[/B] of them, not even the best, could run an Empire building game at a level that would interest me. The DMing load would simply be too great and DM whim would become utterly dominant. In a dungeoncrawl there will be 2-3 different factions, with specific relations and intrigues. In an Empire campaign, there will be 10s of different factions, and 100s to 1000s of faction-faction relationships. All respect to DMs, but running that well is beyond any human. Which results in either a "mother-may-I" campaign or a campaign with curiously passive NPCs waiting to get rolled when the PCs get around to it. Empire games are about political relations, and the problem of vast numbers of factions is best solved by having vast numbers of players. The advantage of tabletop RPGs over CRPGs/MMORPGs lies in tactical flexibility, rather than political complexity. With current technology, the advantages and disadvantages are: CRPGs: no need for a group, high dev time/play time ratio at the cost of tactical flexibility due to programming limitations Table-top: high tactical flexibility at the cost of low dev time/play time ratios and low complexity due to human limitations of the DM MMORPG: as per CRPG, with added possibility of high tactical/political complexity with PvP at the added cost of policing anti-social behavior (griefing) [/QUOTE]
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