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General Tabletop Discussion
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Worlds of Design: A Question of Balance
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<blockquote data-quote="EzekielRaiden" data-source="post: 7907864" data-attributes="member: 6790260"><p>I appreciate your calmer response here--it's not an easy thing to admit overreaction.</p><p></p><p>However, this does present us with a valuable new question to ask: If I am one of those players who struggles with the ultra-creative/ultra-adaptive solutions in play, why is it a good <em>and necessary </em>thing that my fun be <em>dependent </em>on the magnanimity of talented players and/or players who picked talented classes?</p><p></p><p>I completely agree that this is a difficult, thorny issue with few clear answers. But it seems to me that you're saying it's inherently good to focus all support on the talented and flexible players, and just <em>hope</em> that they kindly choose to prop up others instead of focusing on their own contributions. It frankly sounds like "trickle-down economics," just re-worded for game design. It's completely fine to concentrate a ton of power, versatility, and influence into some classes and not others. The powerful will share their bounty because of social contracts and the general awareness that everyone gets a better experience!...even though in practice that's often untrue and people often need much greater incentives to share their resources that way.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7907864, member: 6790260"] I appreciate your calmer response here--it's not an easy thing to admit overreaction. However, this does present us with a valuable new question to ask: If I am one of those players who struggles with the ultra-creative/ultra-adaptive solutions in play, why is it a good [I]and necessary [/I]thing that my fun be [I]dependent [/I]on the magnanimity of talented players and/or players who picked talented classes? I completely agree that this is a difficult, thorny issue with few clear answers. But it seems to me that you're saying it's inherently good to focus all support on the talented and flexible players, and just [I]hope[/I] that they kindly choose to prop up others instead of focusing on their own contributions. It frankly sounds like "trickle-down economics," just re-worded for game design. It's completely fine to concentrate a ton of power, versatility, and influence into some classes and not others. The powerful will share their bounty because of social contracts and the general awareness that everyone gets a better experience!...even though in practice that's often untrue and people often need much greater incentives to share their resources that way. [/QUOTE]
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