Not explicitly related to this conversation, but in line with its direction: one cannot directly compare a persistent online game with tabletop for a number of reasons. Similarly, direct comparisons between a persistent online game and reality (the real world, current, past, or future) fall short. The online environment requires balance in a way that tabletop games do not because those games are discrete, protean, and adjudicated by a single DM. A persistent online environment needs to be built for balance because there is not always a DM present in the moment, neither do those DMs have the same power or responsibility to change the world.Yemin wrote:ECL was never designed to keep people from playing it in Tabletop why is that believed to be an effective method at doing so here?
I don't mean to negate a productive conversation, but only to note that direct comparisons with tabletop are not always effective. In reference to the above quote, for example, in a tabletop game there is no reason to encourage or discourage any kind of play because the world stands up around the players, but here the players begin within an already existing world.