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Dominion General Discussion / Re: House rule for reducing luck factors?
« on: November 25, 2012, 02:35:49 pm »
I am vehemently against any rule that 'reduces luck' in a game. I can see the reasoning behind wanting reduced luck; you're a competitive player and it sucks losing games to weaker players because you get unlucky. You want that to happen less often.
But when the community surrounding a game starts to embrace that kind of rule, it can easily become a slippery slope, and I don't use that expression lightly. If you want proof, look at the competitive online Pokemon community. Pokemon (the video game, not the TCG) is the game I played competitively before Dominion. It could be a great game, with deep strategy and lots of potential variety, two of the things I also love about Dominion. The problem with Pokemon is that it's built to be unbalanced. Little kids just love their legendary Pogeymons! So in order to make the game interesting, certain things had to be banned. Among those things were some moves that the community felt "promoted luck over strategy".
I won't get too far into the details, but suffice it to say that this sort of rule pretty much just breeds discontent and frustration in the community once you have a bunch of player-created rules for minimizing luck. Is Stash too powerful using this new rule? Let's just ban Stash. No big loss, right? What, 30% of the players don't like that Stash is banned? Etc., etc.
The beauty of Dominion is that it's a great, balanced game where every card can shine given the right circumstances. Although I understand the desire to "improve" it, I'd prefer to play it as is and leave the metagame design for other, less-balanced games.
But when the community surrounding a game starts to embrace that kind of rule, it can easily become a slippery slope, and I don't use that expression lightly. If you want proof, look at the competitive online Pokemon community. Pokemon (the video game, not the TCG) is the game I played competitively before Dominion. It could be a great game, with deep strategy and lots of potential variety, two of the things I also love about Dominion. The problem with Pokemon is that it's built to be unbalanced. Little kids just love their legendary Pogeymons! So in order to make the game interesting, certain things had to be banned. Among those things were some moves that the community felt "promoted luck over strategy".
I won't get too far into the details, but suffice it to say that this sort of rule pretty much just breeds discontent and frustration in the community once you have a bunch of player-created rules for minimizing luck. Is Stash too powerful using this new rule? Let's just ban Stash. No big loss, right? What, 30% of the players don't like that Stash is banned? Etc., etc.
The beauty of Dominion is that it's a great, balanced game where every card can shine given the right circumstances. Although I understand the desire to "improve" it, I'd prefer to play it as is and leave the metagame design for other, less-balanced games.