Fun fact: AGI-related concepts can fit quite well even into regular D&D games. Last year I ran a Planescape campaign where the characters had to stop a literal paperclip maximizer (which started turning paperclips into paperclip golems making even more paperclips). Maybe not exactly the best way to prepare ourselves for real-world scenarios, but at the very least it was useful to introduce the concept to my players.
Cool! I imagine it’s hard to simulate an adversary who is smarter than the players, and if you succeeded, it wouldn’t be fun, because losing isn’t fun.
This happens whenever GMs add tactics to enemies. It’s doable, but better when weaker enemies. Otherwise, yea, you kill the players.
Being able to lose is fun though. A game where you can’t lose… is technically a toy, not a game. However, characters dying can be much less fun, but you could jail the characters or something.
Fun fact: AGI-related concepts can fit quite well even into regular D&D games. Last year I ran a Planescape campaign where the characters had to stop a literal paperclip maximizer (which started turning paperclips into paperclip golems making even more paperclips). Maybe not exactly the best way to prepare ourselves for real-world scenarios, but at the very least it was useful to introduce the concept to my players.
Cool! I imagine it’s hard to simulate an adversary who is smarter than the players, and if you succeeded, it wouldn’t be fun, because losing isn’t fun.
This happens whenever GMs add tactics to enemies. It’s doable, but better when weaker enemies. Otherwise, yea, you kill the players.
Being able to lose is fun though. A game where you can’t lose… is technically a toy, not a game. However, characters dying can be much less fun, but you could jail the characters or something.