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The Game for Non-Gamers: (Forked from: Sexism in D&D)
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<blockquote data-quote="Set" data-source="post: 4802475" data-attributes="member: 41584"><p>And this may explain a little bit of the attraction that Vampire had with the less hack and slash oriented wargamer-derived set (who are not necessarily women). The game could very readily be set around building up resources (herds, contacts, followers, etc.) and 'building empires.' Granted, quite often the other players were just as enthusiastically trying to build their own characters empires at the expense of foiling your own ambitions, but that also could be fun (and when they did cooperate and pool their political and social resources, things got very fun).</p><p> </p><p>I've found it frustrating in the extreme that AD&D (and many other games) seems to actively discourage any sort of 'base-building' or social ties being forged to a particular area, with even thematically-linked Adventure Path style campaigns often turning into 'wander off and kill X' missions, which end up abandoning / penalizing other styles of play. 'Builders,' whether builders of castles or social movements or crafters of magical items, tend to be told 'no, you can't take six months off to do X, the adventure is this way. Saddle up and abandon the part of the game that you like to go kill something.'</p><p> </p><p>That sort of play is more of a defensive game (building a community, or becoming integrated into one) as the characters stay in one place and the adventures come to them, while the standard adventure is more of an 'offensive' game, with the adventurers going out to meet danger in it's lair, and leaving behind any sort of social / political ties they've built at the city gates.</p></blockquote><p></p>
[QUOTE="Set, post: 4802475, member: 41584"] And this may explain a little bit of the attraction that Vampire had with the less hack and slash oriented wargamer-derived set (who are not necessarily women). The game could very readily be set around building up resources (herds, contacts, followers, etc.) and 'building empires.' Granted, quite often the other players were just as enthusiastically trying to build their own characters empires at the expense of foiling your own ambitions, but that also could be fun (and when they did cooperate and pool their political and social resources, things got very fun). I've found it frustrating in the extreme that AD&D (and many other games) seems to actively discourage any sort of 'base-building' or social ties being forged to a particular area, with even thematically-linked Adventure Path style campaigns often turning into 'wander off and kill X' missions, which end up abandoning / penalizing other styles of play. 'Builders,' whether builders of castles or social movements or crafters of magical items, tend to be told 'no, you can't take six months off to do X, the adventure is this way. Saddle up and abandon the part of the game that you like to go kill something.' That sort of play is more of a defensive game (building a community, or becoming integrated into one) as the characters stay in one place and the adventures come to them, while the standard adventure is more of an 'offensive' game, with the adventurers going out to meet danger in it's lair, and leaving behind any sort of social / political ties they've built at the city gates. [/QUOTE]
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The Game for Non-Gamers: (Forked from: Sexism in D&D)
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