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Nov 11

Episode 70 – four score and ten.

With your hosts, Liz and Mike and Steve!

News!

 

Geeky Week

 

  • Pathfinder!
  • L5R!
  • Arrow! Woo!

Steve’s Topic

This week Steve is talking about NaNoWriMo and how he is getting on with that!
http://www.nanowrimo.org/en/dashboard

Liz’s Topic

This week, Liz is talking about World of Warcraft update – starting from the beginning! So far, so good!

Group topic

When you aren’t as smart/strong/charismatic/sexeh/verbose as your character but don’t wanna be a rolllllplayer – how on earth can you find the wonderful middle ground? Some systems do a lot better job than others, what can you do in your pathfinder/D&D/other game to help resolve this?

Looking For Group!

 

 

Outros

 

 

6 comments

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  1. Jesse

    I have to disagree with you, Liz, on the evolution of Warcraft. I’ve personally had a dislike for the acceleration of the leveling system in the game and the fact that players can run through the beginning levels without having to access all of the content available. The race to max level – in my humble opinion – is what has ruined most MMOs for the last few years. While I do like the newer more cohesive stories that run throughout a level, I found myself often times having the quests near the end of the chain be far too easy: most of the time to the point where I would simply drop the quests because they served no more purpose for the character and I would simply move onto a new zone.

    Before when it took several months to finally reach max level, you had plenty of pleasure in the leveling process and reaching the “end game” was a bonus. However, now you can shoot from 1 to 90 within a month and it’s a hinderance that you need to put up with until you finally reach max level, at which point the game REALLY starts because now you can play the meat of the game – dungeons, raids, PvP, etc.

    But, when companies put so much time, effort, and money into content that players then fly through within a month, they are pressured to constantly give new end-game content to keep the player base occupied until they can raise the max level to give themselves a buffer for creating new end-game content while the players level for a week.

    It’s the biggest problem that games like Star Wars: Old Republic and Champions run into – when players blow through the content and their base drops considerably because they haven’t planned for 80% of their population to be effectively done with their game within 2 months of launch.

    1. Mike
      Mike

      I kind of agree – I actually enjoyed levelling; at least the first time around. And there are enough different paths that you can play quite a few characters before you have to repeat large chunks. Zipping through – and getting mounts at earlier levels – does take a lot away from it. And you’re right, it can be hard to follow the excellent story lines if the last half of that story line is grey quests…

      I’m pretty much the opposite of Liz. All the “end game” content is really not interesting to me! I couldn’t care less about raids, and most definitely PvP! So although it can be fun to zip through the levels, I really miss out…

      Maybe you should be able to declare characters to be “levelling” characters for when you want to get to max level quickly, to get at end game content, as opposed to “normal” characters, who are for actually experiencing the game…

      1. Jesse

        That’s a great idea! If you want to enjoy leveling up a new character, taking your time to learn the story and experience the world, then you level at 1/3 the XP. However, if you’re rolling up your 3rd elf hunter and just want to get to max level so you can raid with your guild, then why not just speed through the content.

  2. Jesse

    I’m very glad that you guys brought up Burning Wheel this week, because it is a great system that role-players should be very interested in. It puts much less emphasis on the combat (though it does still have plenty of combat involved if you like) though it isn’t as combat heavy as D&D, Palladium, or other systems.

    While in D&D (or Pathfinder) you can have entire sessions where you don’t draw a sword and they can be just as entertaining as a combat-heavy session, there is often a complete lack of mechanics involved and it doesn’t really matter whether you’re playing D&D, L5R, Gamma World, or Monopoly at that point. However, with Burning Wheel their social combat system allows for the mechanics to be used within social situations so you know that you’re playing the game whether you’re using a sword, pen, or tongue.

    1. Mike
      Mike

      One thing I need to get a handle on for “social combat” is what exactly you lose when you get “hit”.

      For example: I swing a sword at you. You try to block. My attack is more than your defence, so I do damage, and you lose hit points. If you run out of hit points, you fall over, and possibly die.

      Or, I say something snarky about your dress. You try to laugh it off. My “insult” is better than your “insult defense”, so you lose… Social standing? Cool points? Charisma?

      If I could get a handle on what “social damage” is, I’d love to come up with a system for L5R…

      1. Jesse

        The thing with the social conflict is that the outcome is much more dependent upon what the situation is. In a fight, there’s only 2 outcomes: Someone dies or someone concedes. But in a social situation, you could be arguing with a person on what the next step in a plan should be (I think we should sneak in as delivery men, while you think we should blow the door down with a rocket launcher), or we could be trying to make our way past a guard. The over-all outcome depends on what your goal is in the situation, which can alter drastically depending on said situation.

        I haven’t played L5R, but putting it in perspective of Pathfinder…

        Since social conflict is called a Duel of Wits, I’d take either Intelligence, Wisdom, or Charisma modifier as your main stat score. During each round (filled with either an attack, defense, feint, or maneuver), you either keep your points by winning the round, or lose a point. You “lose” the conflict when your score is zero.

        The cool thing that Burning Wheel does is that even the winner has to make some type of concession to his opponent if he loses even 1 Wit point. This shows that your opponent made some sense in his argument, even though you did come out tops in the end.

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