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<blockquote data-quote="I'm A Banana" data-source="post: 4596538" data-attributes="member: 2067"><p>Well, videogames share a lot more in common with wargames than they do with "role playing games," anyway. The mat is the screen. </p><p></p><p></p><p></p><p>Every boss with a weak point and every "tactics" game would disagree with you.</p><p></p><p></p><p></p><p>In MMO's, sure, but MMO's aren't the only videogame, and they are one of the videogames that actively tries for a "table-top-like" experience in a lot of ways.</p><p></p><p></p><p></p><p>This statement makes me go a little <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> .</p><p></p><p>While I have a huge problem with minis and positioning in my table-top games, I don't have any problem with a number of other videogame influenced things, and FFZ, my little pet project, is <strong>blatantly</strong> videogame influenced.</p><p></p><p>Obviously, I like what works well at my table, and I dislike what fails to work well at my table. </p><p></p><p>What fails to work well at my table is pushing around little pieces of plastic and measuring squares. </p><p></p><p>As another example, magic points aren't my ideal method of "magic management," either. They do their thing, and it's important for FFZ to have them for the genre, but I prefer a less "fiddly" method.</p><p></p><p>On the other hand, I like the videogamey idea of "quests" quite a bit (though I don't use XP, the idea has a lot of merit). I'm also okay with "long rest and you are totally healed," which is a common videogame trope. I love the idea of bonus dungeons and bonus bosses and special optional challenges, and despite the fact that this works better in a videogame, I keep trying to make it work as well as possible in my table-top game. I LOVE a "limit" system that makes your character more powerful as it looses HP (as I pointed out in the "combat is a story" thread, this helps make that Act III really shine).</p><p></p><p>"Video-gamey" by itself isn't a positive or negative thing. It's a description, and when it's apt, it's apt. Sometimes this is a bad thing. Sometimes it's a good thing. Often, bad or good is subjective.</p><p></p><p>I came to D&D <em>from</em> videogames. Final Fantasy and The Legend of Zelda influence my games more than Conan or the Grey Mouser or even Tolkein. My pet project involves making a table-top game that is VERY videogamey in feel (in, I hope, a very GOOD way, that focuses on narrative and simplicity instead of fiddly bits and boring stuff). "Videogamey" isn't a problem, it's a description.</p><p></p><p>Now pushing around little pieces of plastic on a map? That's a problem. For me at least.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4596538, member: 2067"] Well, videogames share a lot more in common with wargames than they do with "role playing games," anyway. The mat is the screen. Every boss with a weak point and every "tactics" game would disagree with you. In MMO's, sure, but MMO's aren't the only videogame, and they are one of the videogames that actively tries for a "table-top-like" experience in a lot of ways. This statement makes me go a little :confused: . While I have a huge problem with minis and positioning in my table-top games, I don't have any problem with a number of other videogame influenced things, and FFZ, my little pet project, is [B]blatantly[/B] videogame influenced. Obviously, I like what works well at my table, and I dislike what fails to work well at my table. What fails to work well at my table is pushing around little pieces of plastic and measuring squares. As another example, magic points aren't my ideal method of "magic management," either. They do their thing, and it's important for FFZ to have them for the genre, but I prefer a less "fiddly" method. On the other hand, I like the videogamey idea of "quests" quite a bit (though I don't use XP, the idea has a lot of merit). I'm also okay with "long rest and you are totally healed," which is a common videogame trope. I love the idea of bonus dungeons and bonus bosses and special optional challenges, and despite the fact that this works better in a videogame, I keep trying to make it work as well as possible in my table-top game. I LOVE a "limit" system that makes your character more powerful as it looses HP (as I pointed out in the "combat is a story" thread, this helps make that Act III really shine). "Video-gamey" by itself isn't a positive or negative thing. It's a description, and when it's apt, it's apt. Sometimes this is a bad thing. Sometimes it's a good thing. Often, bad or good is subjective. I came to D&D [I]from[/I] videogames. Final Fantasy and The Legend of Zelda influence my games more than Conan or the Grey Mouser or even Tolkein. My pet project involves making a table-top game that is VERY videogamey in feel (in, I hope, a very GOOD way, that focuses on narrative and simplicity instead of fiddly bits and boring stuff). "Videogamey" isn't a problem, it's a description. Now pushing around little pieces of plastic on a map? That's a problem. For me at least. [/QUOTE]
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