Results 1 to 2 of 2
  1. #1
    Senior Member
    Join Date
    Apr 2002
    Location
    BR mailing list
    Posts
    1,562
    Downloads
    0
    Uploads
    0

    Game Design Theory (Too Much Money?)

    Well as pointed out if the landed regent is "giving" away access to
    the roads for trade routes then of course the guilder is "making out".

    In games I`ve played in (or run) there is usually a "price" to pay for
    this "free access", maybe in future "loans" or some other benefit.
    ----

    This is kind of free-trade-economics of game design, isn`t it?
    Assuming that players will act on their own, in their own
    self-interest, and the whole system will somehow balance out in the
    end. I think it`s a bad idea to hope this kind of player behavior for
    inbalance issues in a game.

    Why not have some mechanics to help facilitate this process?

    As is, it`s kind of like assuming we don`t need combat mechanics
    because both participants will role-play in such a way that their
    character doesn`t die and so things will balance out and stay
    interesting.

  2. #2
    Birthright Developer irdeggman's Avatar
    Join Date
    Nov 2001
    Location
    Virginia Beach, Virginia
    Posts
    3,946
    Downloads
    0
    Uploads
    0
    Quote Originally Posted by Birthright-L
    Well as pointed out if the landed regent is "giving" away access to
    the roads for trade routes then of course the guilder is "making out".

    In games I`ve played in (or run) there is usually a "price" to pay for
    this "free access", maybe in future "loans" or some other benefit.
    ----

    This is kind of free-trade-economics of game design, isn`t it?
    Assuming that players will act on their own, in their own
    self-interest, and the whole system will somehow balance out in the
    end. I think it`s a bad idea to hope this kind of player behavior for
    inbalance issues in a game.

    Why not have some mechanics to help facilitate this process?

    As is, it`s kind of like assuming we don`t need combat mechanics
    because both participants will role-play in such a way that their
    character doesn`t die and so things will balance out and stay
    interesting.
    There are.

    The actions are called Diplomacy, Vassalage and decree.

    Placing specific "rules" to cover every specific usage of these actions is just asking for trouble, IMO.
    Duane Eggert

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.