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D&D Has Never Been Suitable for Generic Fantasy
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<blockquote data-quote="El Mahdi" data-source="post: 5926815" data-attributes="member: 59506"><p>I agree (but can't XP until I spread it around...). I'd say that any specific work of Fantasy Fiction, is by definition and self-identification, not Generic but Specific.</p><p> </p><p>I think what we're talking about with "Generic" Fantasy as applies to a game system, is a base system that has all the <em>common</em> elements of all Fantasy...and nothing more. Then designers (original developers and third party designers), can emulate the unique aspects of specific worlds and genres with add-on modules. I strongly believe that the specific feel of D&D (the Genre Unto Itself), should also be modeled this way...through modules. It's the one and only way to truly make the game appeal to the broad spectrum of D&D Fans that have played D&D throughout the years.</p><p> </p><p>In this context, Medieval Elements, Combat, Movement, Damage Modeling, Magic, etc. are the constants...but only in their most basic Generic forms. World and Sub-Genre specifics can be added through modules to grab the specific feel desired...even D&D as a Genre unto Itself.</p><p> </p><p>An example of something not Generic would be falling damage. D&D Falling Damage creates an in-world conceit that Heroes can jump from incredible heights and more-than-likely survive. While that's a perfectly acceptable aspect of a Fantasy Setting, it's by no means a constant for all Fantasy.</p><p> </p><p>What would be better is a base system that reacts to things like that, in the manner in which one would commonly expect things like that to happen from our one and only, common, baseline experience...that would be real life. After determining how to model realistically, then reduce and tweak and rework and test the mechanics until they are as simple and quickly resolvable as possible....And the result of this is your base system.</p><p> </p><p>Then everything else is modules.</p><p> </p><p>For the most part and in my opinion, the small portion we've seen of the base rules for D&D Next seems to fit that fairly well - with a few exceptions (which I'm providing to WotC as playtesting feedback, same as everyone else, rather than repeat posting it here at ENWorld).</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5926815, member: 59506"] I agree (but can't XP until I spread it around...). I'd say that any specific work of Fantasy Fiction, is by definition and self-identification, not Generic but Specific. I think what we're talking about with "Generic" Fantasy as applies to a game system, is a base system that has all the [I]common[/I] elements of all Fantasy...and nothing more. Then designers (original developers and third party designers), can emulate the unique aspects of specific worlds and genres with add-on modules. I strongly believe that the specific feel of D&D (the Genre Unto Itself), should also be modeled this way...through modules. It's the one and only way to truly make the game appeal to the broad spectrum of D&D Fans that have played D&D throughout the years. In this context, Medieval Elements, Combat, Movement, Damage Modeling, Magic, etc. are the constants...but only in their most basic Generic forms. World and Sub-Genre specifics can be added through modules to grab the specific feel desired...even D&D as a Genre unto Itself. An example of something not Generic would be falling damage. D&D Falling Damage creates an in-world conceit that Heroes can jump from incredible heights and more-than-likely survive. While that's a perfectly acceptable aspect of a Fantasy Setting, it's by no means a constant for all Fantasy. What would be better is a base system that reacts to things like that, in the manner in which one would commonly expect things like that to happen from our one and only, common, baseline experience...that would be real life. After determining how to model realistically, then reduce and tweak and rework and test the mechanics until they are as simple and quickly resolvable as possible....And the result of this is your base system. Then everything else is modules. For the most part and in my opinion, the small portion we've seen of the base rules for D&D Next seems to fit that fairly well - with a few exceptions (which I'm providing to WotC as playtesting feedback, same as everyone else, rather than repeat posting it here at ENWorld). B-) [/QUOTE]
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