jpariury
Paragon
I split this off into a separate topic because I think it's worth discussing, but it's far more "game theory" than discussing the rules.
Pulling back a bit to the abstract, there's nothing inherently "bad" with letting players throw Obliterates like beads at Mardi Gras - it's simply a matter of the game context and culture you want to create. There's equally nothing intrinsically wrong with giving all of your players access to super powers like "Invisibility" or "Flight" or "Time Warping" - it simply a function of whether or not you want the game to absorb those into its lexicon and daily activities. So, when I speak of powergaming, I mean what I mentioned earlier - adding layers of power for the sake of adding layers of power.
Now, is it bad? That depends on what you feel makes for the best potential in storytelling and daily activity. In my opinion, the game is best experienced when moments of greatness are intermittent. Don't get me wrong - I think golems and the ability to store in them (in general) are awesome. But I think as a function of rules supporting great storytelling, it is more interesting and rewarding if that is not something that people want and can do on a daily basis. In much the same way any adventurer that earned their way to high-levels strictly by playing events might view "yet another end-of-the-world plot", I feel generally the same way about "yet another spirit-stored golem". End of the world plots are best served as the capper to a long, drawn out story. Characters in Heinleinesque hardsuits are best as the "we seriously need to get stuff done, or badness will ensue". Golems as daily survival, though, is power for power's sake that detracts from the tension of the game.
I get and agree that it makes sense for characters to seek out the best possible solution for their daily survival needs. That doesn't mean that the rules need to be written to make it be a daily thing, though.
I think there is a distinction between "having a powerful character" and "exceeding the bounds of an enjoyable game for the population at large" that is warranted here. Having a "powerful character" is simply a function of comparison - a ninth level character is "powerful" when thrown in with a group of 1st level characters. "Powergaming", otoh, is a matter of adding layers of power simply for the purpose of having layers of power. It's neither good nor bad, until applied to a specific context - more specifically, whether or not it reflects the style of game both the designers and the game runners want to run.Dreamingfurther said:Is there something wrong with powergaming? I do kind of object to the idea that if you are 'gaming' the system to have a powerful character/stats you are somehow doing something morally 'wrong' as a player. Did you mean to imply this?jpariury said:Dreamingfurther said:make it so expensive that storing into golems only happens for plot specific reasons and very rarelyI suspect that would fit his definition of "reasonably expensive"... it's actually pretty close to mine. Having that one event a year where two or three guys bust out the big golems to bring on the noise and the pain sounds awesome. Having every event be that sounds powergamery.there is no PC economy that I have seen that is so rich anyone could support or even justify a scroll + 15 comps every event for 6-8 events a season
Pulling back a bit to the abstract, there's nothing inherently "bad" with letting players throw Obliterates like beads at Mardi Gras - it's simply a matter of the game context and culture you want to create. There's equally nothing intrinsically wrong with giving all of your players access to super powers like "Invisibility" or "Flight" or "Time Warping" - it simply a function of whether or not you want the game to absorb those into its lexicon and daily activities. So, when I speak of powergaming, I mean what I mentioned earlier - adding layers of power for the sake of adding layers of power.
Now, is it bad? That depends on what you feel makes for the best potential in storytelling and daily activity. In my opinion, the game is best experienced when moments of greatness are intermittent. Don't get me wrong - I think golems and the ability to store in them (in general) are awesome. But I think as a function of rules supporting great storytelling, it is more interesting and rewarding if that is not something that people want and can do on a daily basis. In much the same way any adventurer that earned their way to high-levels strictly by playing events might view "yet another end-of-the-world plot", I feel generally the same way about "yet another spirit-stored golem". End of the world plots are best served as the capper to a long, drawn out story. Characters in Heinleinesque hardsuits are best as the "we seriously need to get stuff done, or badness will ensue". Golems as daily survival, though, is power for power's sake that detracts from the tension of the game.
I get and agree that it makes sense for characters to seek out the best possible solution for their daily survival needs. That doesn't mean that the rules need to be written to make it be a daily thing, though.