The last time I played a pen and paper RPG, the game of choice was Villains and Vigilantes. I happily rolled myself up a new superhero (The Chrome Cricket) who had some wonderful world-saving powers (like armored skin and a sonic attack), but along with the super-powers came a weakness… in my superhero’s case a dependence on a certain medication to survive.

In the old V&V game, a player could drop one of their super-powers to rid themselves of their character’s weakness and I believe that most people who play choose to do that. Weaknesses are a liability and most of us have at least one in real life and would rather not deal with weaknesses in a game which is supposed to be “fun.” In fact it seems like it may be a big taboo to even suggest game elements which might not, on the surface, contribute to immediate and enduring fun. And who in their right mind would confuse a weakness with fun?

I might. Read more


 

I have been thinking about the idea of levels in MMORPGs and how they have been implemented traditionally and I was wondering… if I could pick whatever level I wanted when I was making my character, what level would I choose? I am kind of working under the assumption here that I would have skills, abilities and gear appropriate to my level.

According to some handy quote site on the internet it was Elizabeth Taylor who said “It’s not the having, it’s the getting.” And not that I am doubting Mrs. T, but when it comes to MMORPGs, is she right? Read more


 

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