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<blockquote data-quote="Aldarc" data-source="post: 7190549" data-attributes="member: 5142"><p>I have seen several posters suggest something to the effect of "video games are to blame," and that is ridiculous. It completely ignores how the sheer myriad of video games - and the mentality fostered by video games - often came out of tabletop gaming roots. The desire to create an "effective build" was already there in D&D's culture. The desire for rewarding "system mastery" was already there. The genre of "rogue-like" games are essentially old school D&D games: you died trying to do a dungeon crawl so you would make another character and repeat the process. Repeat enough times and the optimization strategy comes out on top. There was a lot of early D&D, by most accounts, of being incredibly player vs. GM focused. There very much was a desire to "win" the dungeon. People brought their preexisting characters to conventions to run dungeons and "win." People want to play effective characters, regardless of whether they are playing a tabletop game or a video game. </p><p></p><p>A few of my friends, including my fiancé, love roleplaying games. While they enjoy playing D&D, one of their common criticisms is that the game feels strongly indebted to wargaming and leans heavily on the combat pillar. Your games may be different - and you may fart odorless rainbows - but that common criticism remains. Matthew Colville even recently was involved in an interview on Geek & Sundry where he says as much: D&D is a tactical wargame. And overall, as a sort of overlapping consensus, that fosters a particular mentality, culture, and norm surrounding how players approach the game.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7190549, member: 5142"] I have seen several posters suggest something to the effect of "video games are to blame," and that is ridiculous. It completely ignores how the sheer myriad of video games - and the mentality fostered by video games - often came out of tabletop gaming roots. The desire to create an "effective build" was already there in D&D's culture. The desire for rewarding "system mastery" was already there. The genre of "rogue-like" games are essentially old school D&D games: you died trying to do a dungeon crawl so you would make another character and repeat the process. Repeat enough times and the optimization strategy comes out on top. There was a lot of early D&D, by most accounts, of being incredibly player vs. GM focused. There very much was a desire to "win" the dungeon. People brought their preexisting characters to conventions to run dungeons and "win." People want to play effective characters, regardless of whether they are playing a tabletop game or a video game. A few of my friends, including my fiancé, love roleplaying games. While they enjoy playing D&D, one of their common criticisms is that the game feels strongly indebted to wargaming and leans heavily on the combat pillar. Your games may be different - and you may fart odorless rainbows - but that common criticism remains. Matthew Colville even recently was involved in an interview on Geek & Sundry where he says as much: D&D is a tactical wargame. And overall, as a sort of overlapping consensus, that fosters a particular mentality, culture, and norm surrounding how players approach the game. [/QUOTE]
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