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  • keepcarrot [she/her]
    ·
    4 months ago

    The video game Stormworks translated (over time and a community college course) into a job. Video games should not feel like jobs (MMO developers will not see the light of heaven).

    That said, if you come at a co-operative tabletop RPG where everyone else is playing roleplay characters that are not min-maxed and you come with a net build that uses rules from a splat book from 1990 (I assume this thread is about RPGs generally and not cRPGs)

      • keepcarrot [she/her]
        ·
        4 months ago

        Yeah, trap builds as a game design "thing" basically shouldn't exist.

        That said, I do have a soft spot for GURPS and Hero System et al. as well as tacticool games (and war games, which I prefer writing), but it's clear what you're getting into going in (if you give players the opportunity to build a bad army, how much are you going to stop them if those are the decisions you're supposed to be making)

        • Nacarbac [any]
          ·
          4 months ago

          Well GM engagement is supposed to be a big part of GURPS/HERO chargen, to make sure that nonfunctional or inappropriate characters dont happen unless part of the campaign tone is supposed to be having fun with that.

          • keepcarrot [she/her]
            ·
            4 months ago

            Yeah, I think that's generally the case (though not explicitly stated). Writing the basics of everyone's characters should be a group effort, with some amount of buy-in from each player for each character. The idea of 4 completely independently written characters coming on the same adventure is.... It feels archaic, like we're all playing weekly D&D with completely different people and everyone has different amounts of XP etc.