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Re: [GZG] Gzg-l Digest, Vol 37, Issue 24

From: Indy <indy.kochte@g...>
Date: Thu, 30 Sep 2010 07:43:27 -0400
Subject: Re: [GZG] Gzg-l Digest, Vol 37, Issue 24

Gzg-l mailing list Thu, Sep 30,
2010 at 6:23 AM, Ground Zero Games <> wrote:

>> There is a fundamental decision to be made here before going too far
> such routes, though - and that is, do we go all-out to make the game
> "munchkin-proof" as possible, or do we accept that there will always
be a
> certain percentage of players for whom the fleet design stage IS the
> and their enjoyment comes from bringing their perfectly min-maxed
fleet to
> the table and beating the cr*p out of their opponent?
> We may not agree with their gaming style and mindset (I sure as hell
> don't), but does that mean we should just ignore them as a valid part
of the
> fanbase and try to legislate them out of the game?
> I'm not arguing one way or the other here, just playing Devil's
> and getting the discussion rolling to see what comes out.... ;-)

There will always be min-maxers. Always. As long as there are points to
with in designing things, there will be people who like to design, and a
subset of people who like to design "the best" as far as the design
allows. That's going to be a feature of any "design your
game system. The best that can be done with FT3 is to mitigate the
"this design wins ALWAYS" holes and do what can be done to make FT3 a
viable game system for people to play. Munchkins will either gravitate
themselves or will be excluded from groups*

* - this is not to say that if a munchkin-heavy group is formed and a
person tries to play with them, the sane person will likely be turned
off by
the munchkin group and leave; unfortunately, we can't regulate that, and
has to hope the sane soul will find a path to other sane individuals for
more enjoyable gaming session.

It is difficult to compare FT to point-generated ground-based systems
because ground-based games have so many OTHER variables to contend with
(e.g., terrain) that space-based games typically don't (and even if
there is
space terrain, it is rarely that abundant). So you'd have to look and
how other space-based point-generated game systems handle it. I'll bet
have the same issues.


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