Rolling Hills
Member
Since the developers/game runners have seen fit to make a recent fundamental change to the game with the new tech tree and new quest regime for starting a city, I would like to propose a fundamental change in philosophy to the game.
Currently, the game makes false distinctions that appear to run counter to the basic philosophy of the game. Surely, this game space involves a magical world. In a magical world, how could there be a distinction between producing things in a workshop or factory and using magic to do the same thing? It makes no sense. I posit that this distinction creates an obstacle to game play, an obstacle that shouldn't exist in a magical world. I propose we drop this from all quests. It would make more sense for the game to ask us to "obtain" the items, supplies, coins, goods, whatever. Allow the players to choose how they do this. To me, this sounds more like how things would work in a magical world.
Another false distinction exists concerning the encounters. I don't want to lose focus though. My main proposal involves eliminating the distinction between production and collection, which I argue is false, and counter intuitive, in a magical world. However, I do want to mention that making a distinction between the different encounters, provinces, tourney, and spire is also a false one. Furthermore, the game runners had stated in the past that this distinction would be eliminated. Sadly, this is an unkept promise.
The change in philosophy here is to eliminate false distinctions and give the players the freedom to make their own choices. Freedom is a good thing.
Currently, the game makes false distinctions that appear to run counter to the basic philosophy of the game. Surely, this game space involves a magical world. In a magical world, how could there be a distinction between producing things in a workshop or factory and using magic to do the same thing? It makes no sense. I posit that this distinction creates an obstacle to game play, an obstacle that shouldn't exist in a magical world. I propose we drop this from all quests. It would make more sense for the game to ask us to "obtain" the items, supplies, coins, goods, whatever. Allow the players to choose how they do this. To me, this sounds more like how things would work in a magical world.
Another false distinction exists concerning the encounters. I don't want to lose focus though. My main proposal involves eliminating the distinction between production and collection, which I argue is false, and counter intuitive, in a magical world. However, I do want to mention that making a distinction between the different encounters, provinces, tourney, and spire is also a false one. Furthermore, the game runners had stated in the past that this distinction would be eliminated. Sadly, this is an unkept promise.
The change in philosophy here is to eliminate false distinctions and give the players the freedom to make their own choices. Freedom is a good thing.