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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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<blockquote data-quote="Tony Vargas" data-source="post: 7079117" data-attributes="member: 996"><p>I think the classic D&D adventure, the dungeon, is just innately passive, it calls for adventurers to take the initiative and plumb its depths for whatever reasons. </p><p></p><p>Similarly, the classic ethos of 'skilled play' calls for intense motivation, at least on the part of the player.</p><p></p><p>And, of course, the 0-to-hero arch of a level-gaining, item-accumulating D&D character is not like that of the reluctant hero, who is probably hero'ing on a one-time-only basis - maybe, at the outside, a coming-out-of-retirement thing. </p><p></p><p>It just doesn't fit unless 'fate' - either in the person of the DM (weaving the overarching plot with hooks to drag the reluctant hero in based on the things he cares about) or the player ("in director stance" as the Forge would put it that is, not immersing in the character but pushing it in the direction of the story, including deciding on things that happen to it, as well as things it does) - intervenes to keep the reluctant hero involved. And, like the other two concepts you mentioned, above, would call for a lot more mechanical support for that kind of thing, too.</p><p></p><p> Hopefully not - as Corwin has pointed out, that's just burdensome to the other players.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7079117, member: 996"] I think the classic D&D adventure, the dungeon, is just innately passive, it calls for adventurers to take the initiative and plumb its depths for whatever reasons. Similarly, the classic ethos of 'skilled play' calls for intense motivation, at least on the part of the player. And, of course, the 0-to-hero arch of a level-gaining, item-accumulating D&D character is not like that of the reluctant hero, who is probably hero'ing on a one-time-only basis - maybe, at the outside, a coming-out-of-retirement thing. It just doesn't fit unless 'fate' - either in the person of the DM (weaving the overarching plot with hooks to drag the reluctant hero in based on the things he cares about) or the player ("in director stance" as the Forge would put it that is, not immersing in the character but pushing it in the direction of the story, including deciding on things that happen to it, as well as things it does) - intervenes to keep the reluctant hero involved. And, like the other two concepts you mentioned, above, would call for a lot more mechanical support for that kind of thing, too. Hopefully not - as Corwin has pointed out, that's just burdensome to the other players. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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