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Cyborg QoL - and feedback concerning #15759
#30
Quote:The mechanics bring you two, the borg and robotocist, in one place and even gives a goddamn reason why you are there.
Sure! That's great, in theory. I agree!
It's less great in practice. Because people get tired of roleplaying out the exact same interaction every single shift. You can advocate it all you like, and say that it's a missed opprotunity, but the reality of it is noone roleplays it out in-depth, because everyone and their mother has already roleplayed it in-depth thirty thousand times, and they're sick of it. It doesn't matter how nice it is in theory if it doesn't work in practice.

Quote:(who is most likely not a metafriend)
I don't appreciate the insinuation that you think my issue with this is that I have to talk to people I don't know. I do that every round, without needing to be forced into it by an arbitrary game mechanic.



And-- besides, as I had said in an earlier post, the partswap comparison is imperfect. There are actual mechanical reasonings for partswaps being human-exclusive-- and, it, even if just in THEORY, has the potential for interesting RP.
What interesting RP am I going to get out of not being able to take things out of boxes? What mechanical reason is there for this to be the way of things?
This won't even be a case of people getting sick of reruns, it'll be a case of there's nothing more to it.
"Hey, can you take this out of the box for me?" "Sure."
That's not interesting RP, that doesn't encourage interaction-- it's a two-sentence exchange that ends in the borg running off to do whatever the hell it is they needed to do with the thing that was in the box, because what other reason would they have to ask you to take a thing out of a box.

Either way, I think I'm going to just end up reiterating points that have already been made if I keep replying to this thread, so.
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RE: Cyborg QoL - and feedback concerning #15759 - by Paai - 09-16-2023, 09:48 AM

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