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Wednesday, December 12, 2012


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Iris Ophelia

The high chaos ending absolutely feels like a failure impaired to low chaos. All your friends die, Emily becomes a historical footnote... Total bad ending compared to the pub parties an Emily the Wise in low chaos.


Good table-top gaming with a GM can involve lots of moral choices that guide the outcome.

Add what my nerd-pack calls "the minimum daily requirement of violence," which a canny non-violent player can avoid (sometimes at the expense of friends' characters) and you can have a lot of fun.

I hope online gaming finds this balance. For me, gaming that pulls me in is about story, not mayhem, as goal. That said, story + mayhem = good time.

Now if only we can add "talk/type and act intelligently" to online gaming as ways to do better in-game. While the strong and fast can win a fight, they rarely rule empires, says the Machiavellian table-top gamer.

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