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Spending character generation currency on complexity
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<blockquote data-quote="ExploderWizard" data-source="post: 5637052" data-attributes="member: 66434"><p>The intentions behind this idea are good but implementation-wise I see heads smashing against walls because of an unavoidable truth:</p><p> </p><p><em>Social issues cannot be solved through game design. </em></p><p> </p><p>Long ago, before there were builds or any customization and you rolled your stats, picked a class, bought equipment and started playing, there were still players who favored some aspects of the game over others. </p><p> </p><p>Some people loved combat, others exploration, npc interaction, etc. There wasn't anything particularly to choose beyond class that added meaningfully to the aspect of the game one enjoyed the most.</p><p> </p><p>A well balanced campaign offered opportunities for everyone to enjoy thier favorite things in the game. No one had anything "invested" in any particular aspect save for a preference in activity type. In other words, a player didn't spend hours building the most awesome combat monster ever then get sidelined by having an entire session take place at a royal ball where the action was purely social. </p><p> </p><p>I think too much specialization/ resource allocation in the game mechanics contributes toward a shift in player self-centeredness. </p><p> </p><p>Everyone at the table should be having fun while actively helping others to do likewise. This means that when a big fight breaks out, your smooth talker should do his/her best to participate and help the bloodthirsty player have fun and the combat player should do likewise for the diplomat. </p><p> </p><p>Game mechanics won't ever make "me" focused players, not a problem. It all boils down to the game experience being better for everyone if we can find enjoyment in our fellow players' pursuit of fun as much as our own.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5637052, member: 66434"] The intentions behind this idea are good but implementation-wise I see heads smashing against walls because of an unavoidable truth: [I]Social issues cannot be solved through game design. [/I] Long ago, before there were builds or any customization and you rolled your stats, picked a class, bought equipment and started playing, there were still players who favored some aspects of the game over others. Some people loved combat, others exploration, npc interaction, etc. There wasn't anything particularly to choose beyond class that added meaningfully to the aspect of the game one enjoyed the most. A well balanced campaign offered opportunities for everyone to enjoy thier favorite things in the game. No one had anything "invested" in any particular aspect save for a preference in activity type. In other words, a player didn't spend hours building the most awesome combat monster ever then get sidelined by having an entire session take place at a royal ball where the action was purely social. I think too much specialization/ resource allocation in the game mechanics contributes toward a shift in player self-centeredness. Everyone at the table should be having fun while actively helping others to do likewise. This means that when a big fight breaks out, your smooth talker should do his/her best to participate and help the bloodthirsty player have fun and the combat player should do likewise for the diplomat. Game mechanics won't ever make "me" focused players, not a problem. It all boils down to the game experience being better for everyone if we can find enjoyment in our fellow players' pursuit of fun as much as our own. [/QUOTE]
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