Good point on the personal touch. It would be lost on the MMORPG. As for
things becoming just 'spells' and 'feats', we can avoid that by avoiding
programmer laziness. People don't want to code for everything because it takes
a lot of work. The MMORPG 'standard' is to code for hack and slash (and maybe
stealth missions), and sit back letting the monthly profits roll in; a standard
I intend to utterly ignore.
But again, not going forward with this project alone. So tabletop Immortal
isn't about to go out of style. :) Like I said, this is the sort of project you
start in one year and finish in another - quite possibly in different decades.
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