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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="Bluenose" data-source="post: 5171799" data-attributes="member: 49017"><p>I think one reason it works in a boardgame is because of the competition between players with comparable starting positions. In an RPG the players aren't generally competing with each other - they're cooperating and if they're competing with anyone it's the GM. That's a competition they can only win if the GM allows it, since the GM is also the person setting the parameters of the competition and can always twist those parameters to create the result he/she wants. Note that Time as a strategic resource is also something that appears in computer games - the RTS genre is noted for it.</p><p> </p><p> </p><p></p><p> </p><p>In Birthright, they used the concept of the Domain Turn. Basically a period of three months, in which a player could take three actions. Which might include going on an adventure, starting the construction of a castle, and stirring up trouble in a neighbouring country, as examples. They might also have a Lieutenant who could also take an action, from a restricted range compared to that of the PC.</p><p> </p><p>Where problems developed was if the characters acted as your typical adventuring-party-turned-rulers. A party of five characters, all with lieutenants, could get through twenty actions in a Domain Turn. Some actions cost money, so it's unlikely they'd do many of those, but there were others which were effectively free and which had significant effects. If they operated that way, it was effectively essential to create comparable groups for neighbouring countries if you didn't want to see those being overwhelmed trivially.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 5171799, member: 49017"] I think one reason it works in a boardgame is because of the competition between players with comparable starting positions. In an RPG the players aren't generally competing with each other - they're cooperating and if they're competing with anyone it's the GM. That's a competition they can only win if the GM allows it, since the GM is also the person setting the parameters of the competition and can always twist those parameters to create the result he/she wants. Note that Time as a strategic resource is also something that appears in computer games - the RTS genre is noted for it. In Birthright, they used the concept of the Domain Turn. Basically a period of three months, in which a player could take three actions. Which might include going on an adventure, starting the construction of a castle, and stirring up trouble in a neighbouring country, as examples. They might also have a Lieutenant who could also take an action, from a restricted range compared to that of the PC. Where problems developed was if the characters acted as your typical adventuring-party-turned-rulers. A party of five characters, all with lieutenants, could get through twenty actions in a Domain Turn. Some actions cost money, so it's unlikely they'd do many of those, but there were others which were effectively free and which had significant effects. If they operated that way, it was effectively essential to create comparable groups for neighbouring countries if you didn't want to see those being overwhelmed trivially. [/QUOTE]
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