Re: Magic team numbers
- From: Tina_Hall@xxxxxxxxxxx (Tina Hall)
- Date: Mon, 20 Aug 2007 21:07:00 GMT+1
Monique Y. Mudama <spam@xxxxxxxxxxxxxxxx> wrote:
Tina Hall penned:
Monique Y. Mudama <spam@xxxxxxxxxxxxxxxx> wrote:
I think of WoW as a social game, though. You don't get very far
unless you interact with other players.
Shame. But I'm nowhere near having the ability to have a look at the
game, so complaining about that has little use. :)
Hrm. I don't see a reason for complaining about it, anyway.
Tastes differ.
You have your preference, fine, but I object to you judging others', as
you did elsewhere in this thread. ("I don't see the point in that"
versus "You're not doing anything worthwhile".)
But I'd likely be stopped by the graphic before I ever properly started.
(So far every graphic praised by others just looked crap to me.) And as
mentioned, there's little point in discussing it.
There are a lot of games that don't require collaboration and don't
take place in a world with other players -- if you *did* have the
ability to run these games, why wouldn't you simply choose those
instead?
I would object to the necessity of teamwork with strangers hidden behind
some computer figure, not to interacting with them occasionally. We can
exchange posts here, but my existence doesn't depend on you.
I honestly don't know ... I mean that is a sort of weird question
to me because for the most part I don't read a story or think about
a plot and say, "Ah, this is the fighter ... this person is the
mage ... etc."
You could look at it in retrospect. Your own stories, for example.
But don't worry if you don't find the answer, I don't either,
looking at the ME. :) ("But the <profession> isn't <profession>-ing
anything!")
Yeah, I really don't see characters that way ... if I did see
characters as "the fighter, the thief, the caster, etc" in a book I
read, I probably wouldn't finish it. If they're that simplistic ...
True.
Yet, beyond that there's a world of possibilities. Complex characters do
have abilities, too. The RPG example was a simple one to show in what
direction I was thinking. What I would like to know more about are the
actual numbers and combinations people come to (planned or just while
writing), what kind of groups, where the highlights in each character
lie.
The group starting out in the S&E comes closest to a 'party' in my own
stuff. There's the Warrior with a (harmless) mischievious streak whose
main 'purpose' is keeping the others from turning gloomy. There's the
leader, more a father figure and a boulder to lean against in the storm.
And so on...
But that may be because these games have trained me to think of these
roles as so clear-cut from one another. "This person can't be a
caster, he uses a knife, too."
I very much dislike the restrictions, too.
So, what's the team elsewhere? :)
I just don't have answers to that ... but plenty of others have
posted; you don't need me!
:) I don't need it, I'm just curious. (Not that I have seen many
replies. It seems virtues are a more interesting topic.)
--
Tina
WIP: [Untitled]: 3988 words
WISuspension: Seasons & Elements trilogy | Magic Earth series
Posted to Usenet newsgroup rec.arts.sf.composition.
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