Maybe you should google how to think for yourself, mother fucker

*I’m not talking about MMOs by the way, y’all don’t wanna see my fully unhinged, a-guy - tier rant about that fundamentally misguided genre of WoW-clones

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I’m going through a terrible time and am feeling compelled to share my aggressive thoughts angery

Meta-gaming is a fucking blight, death to America

kiryu-slam

  • keepcarrot [she/her]@hexbear.net
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    2 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)

    • SSJMarx@lemm.ee
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      2 months ago

      One of the best things about most modern TTRPGs is that even the most broken meta build is just barely better than a total noob picking abilities at random, and what really makes players effective are their choices in game. D&D5/PF2 are the peak of that type of RPG/grid-based miniatures combat game, which is why the upcoming D&D6 just pokes at the edges and fixes a few annoying things rather than trying to be something totally new.

      • keepcarrot [she/her]@hexbear.net
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        2 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]@hexbear.net
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          2 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]@hexbear.net
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            2 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.