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<blockquote data-quote="Durandal" data-source="post: 2676831" data-attributes="member: 7854"><p>While I personally wasn't thrilled about the name change to World of Warcraft, it seems that it would be a sound business decision - some gamers who play the MMORPG might see the book and grab it because of that. I've been thinking of running a WoW game, and the only thing I could really ask for more of is trying to transfer things from the MMORPG to the pen and paper version. In fact, I think playing WoW online may be one of the best ideas for someone planning to run a WoW game - there are so many adventure ideas that could easily be transferred. </p><p></p><p>I think a lot of the changes made were to try and simulate portions of the gameworld history and the system of the MMOPRG. While I'm not thrilled about the strange use of paladin auras or rogues getting special abilities much earlier, it does seem to follow suit with the online game, and so make the transition a little easier. I'm actually pretty fond of having the Arcanist and Healer with separate paths in each - I was interested in how this would be handled, and while I haven't tested it out yet, it looks fun.</p><p></p><p>As a player of the MMORPG, I'm just wondering how you put together something like the set items from the computer game. Since armor in standard D&D comes as a full suit, and not the 3/5/8 pieces of a set, how would people try and handle this? And what abilities would you give to a set of items that went with a specific class? That ought to be something interesting to try and work up.</p><p></p><p>I still don't know what to make of the community rules, but at least now I know there is something there to use if my layers decide, in true Warcraft fashion, to just settle down and try and create a city or settlement they can defend against all comers.</p></blockquote><p></p>
[QUOTE="Durandal, post: 2676831, member: 7854"] While I personally wasn't thrilled about the name change to World of Warcraft, it seems that it would be a sound business decision - some gamers who play the MMORPG might see the book and grab it because of that. I've been thinking of running a WoW game, and the only thing I could really ask for more of is trying to transfer things from the MMORPG to the pen and paper version. In fact, I think playing WoW online may be one of the best ideas for someone planning to run a WoW game - there are so many adventure ideas that could easily be transferred. I think a lot of the changes made were to try and simulate portions of the gameworld history and the system of the MMOPRG. While I'm not thrilled about the strange use of paladin auras or rogues getting special abilities much earlier, it does seem to follow suit with the online game, and so make the transition a little easier. I'm actually pretty fond of having the Arcanist and Healer with separate paths in each - I was interested in how this would be handled, and while I haven't tested it out yet, it looks fun. As a player of the MMORPG, I'm just wondering how you put together something like the set items from the computer game. Since armor in standard D&D comes as a full suit, and not the 3/5/8 pieces of a set, how would people try and handle this? And what abilities would you give to a set of items that went with a specific class? That ought to be something interesting to try and work up. I still don't know what to make of the community rules, but at least now I know there is something there to use if my layers decide, in true Warcraft fashion, to just settle down and try and create a city or settlement they can defend against all comers. [/QUOTE]
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