Sundragon2012 said:
I remember that in the days of 1e and then 2e D&D didn't really have a FEEL. D&D was a rules set that more or less was supposed to allow the DM to create the king of homebrew setting/adventures he or she wanted to. You could hack apart the rules as you wished without causing some precious yet nebulous "game balance" to collapse all around you.
There was Greyhawk, Forgotten Realms, Spelljammer, Dragonlance, Planescape, Birthright, Ravenloft, etc. All of these settings where in 1e and 2e respectively and all used the same rule set with necessary modifications to suit the setting.
One could run around in senseless dungeons, could have coherent settings, etc. without difficulty. The setting was supposed to provide the flavor while D&D post Gygax had no particular flavor. The system was a generic, mathematical, dice rolling system that was the hum in the background but didn't need to be carefully balanced.....good, experienced DMs balanced their own games.
(please note I am not saying that the rules themselves for 1e and 2e were better, IMO they weren't save for the ability to hack them literally to pieces without destroying the system)
D&D 3.X is a good game in my opinion but does anyone else sense a the creeping influence of a pervasive style...a kind of power up, magic toy, EXTREME/KEWL/IN YOUR FACE/RADICAL fantasy that is what D&D is now supposed to be?
Look at the art, the style of dress, the poses of characters and monsters who seem more about how
"kick ass" they are with their cool feat trees, dragonblooded/fiend/god touched/knight/monk multiclasses, and a general idea that combat effectiveness and kewl/extreme powers is the defining quality of value in the context of a role playing game.
God, and look at level advancement.....one year, if played as expected, to reach 20th level. Gimme a break.
A character of that level in D&D 1e or 2e could regale listeners for hours and hours, probably days, about the adventures they've had. Compared to those characters, modern PCs haven't done squat to get where they are.
Now I am not denigrating combat effectiveness or maximizing a character, I am instead talking about the style, presentation and feel of the core books and the supposition that D&D is supposed to be this or that.
Just my thoughts and a semi rant.
Any thoughts of your own?
Chris
For D&D not having a defined atmosphere/style, I think that's impossible. I mean it is fantasy after all. As pointed out by someone, d20 is more or less generic (with your skill set probably being the only indicators of the period/motif of your game, and the fact that d20 is more or less geared towards combat-oriented games). Dungeons & Dragons, however, already has a certain predisposition. The fact that it's
Dungeons and
Dragons and not, say, spaceships, spacecrafts, etc. is already saying something. However, there is such a thing as being more defined than others, which I'll explain in the next paragraph.
So 3.0 and 3.5 has a "default setting". It can easily be removed. That's essentially what the SRD is, removing the "Greyhawk" elements. From a business standpoint, it's also a great idea. I mean "customized" or home-brew settings are usually for GM's who have the time and the skills to do so. But what if I'm a newbie, or simply too busy to built a setting from scratch? That's also the same reason why there are game modules and why, at the very least, Dungeon Magazine is selling. In my opinion (and not based on any statistics), I think most games will fall somewhere in between; that is, partially deriving their setting from existing material, and another part is the GM simply winging it.
You can still create your homebrew setting in 3.0/3.5. Sure, it might need more work, but then again, 3.0/3.5 gives you more options than the basic 1st Ed/2nd Ed (and when I mean "basic", that's minus all those toolkits and the like... 1st Ed/2nd Ed can be as rules-boggling as 3.0/3.5 with all the supplements both are coming out with).
As for the various settings using the same rules, what are you talking about? Sure, it uses the basic elements of 1st ed/2nd ed, but that's the way with 3.0/3.5 as well. And some of those settings will have rules modifications, such as Birthright, Dark Sun, etc. They may not be major, but they're there nonetheless. And the same goes with the 3.0/3.5 settings, be it Dragonlance, Eberron, or FR.
You mentioned "good, experienced DM's balanced their own games". You know what's wrong with that? What if you're not a good, experienced DM? I mean if you're already that (a good, experienced DM), then you probably won't have much problems tweaking D&D into the direction you want it to go. But if you're not that? D&D 3.5 has a relatively stable, uniform, and relatively balanced (I say relatively because I've broken 3.0 and 3.5 myself, but 3.5 is better on the player's side for example, compared to the AD&D Fighter hoping to roll a 18/00 for their Strength). And you know what, in a way, that's the strength of D&D 3.5: it has mass market appeal. Of course it won't be everybody's cup of tea. But you have a baseline from which to navigate. If you don't like D&D 3.5, there are other Open Gaming License games out there (or even non-d20 games). It's nonetheless a good entry point though.
And perhaps you're forgetting that the reason why TSR had so many settings is aside from establishing flavor, they were trying to churn out a profit. They were hoping to find the next Dragonlance and Forgotten Realms, which have proved to be the most commercially viable setting. The rest simply died until 3.0 came around and other publishers picked them up (or was adopted by fan communities with a strong following).
As for the KEWL/INYOURFACE style, well, it's certainly one style of playing. We may agree or disagree that 1st Ed/2nd Ed has that particular style or not, but my point is that it did have a style rather than the absence (your so called "no defined style") of one. If you favor that particular style, good. If not, there are other games (or your GM can set up one) that will espouse another. Or maybe you're whining that this particular style is how beginning players will see D&D. Well, it also happens to be the most commercially viable. The reason why some minority game companies eventually wither and die is because they don't generate enough income. I hate it too but that's life. And who knows, gamers who prefer one gaming style doesn't usually stick to that one particular type of play their entire life. They eventually move on to other gaming styles (and might return to the original...).
Art for me is irrelevant if you're just looking at rules. Art, after all, is either something you like or not. Art, however, adds to flavor/setting in the same way why some films go black and white for a "noir" feel. It just feels ironic that you're espousing a "D&D as a rules-set", while clamoring for non-"in your face" art.
Character advancement, as pointed out in the earlier posts, is modifiable by the GM. And with the current system, it's less arbritrary than say, the Spider Monkeys you fought in the earlier editions. Personally, at least you finally do get to 20th level rather than it being a mere myth. One of my GM's prefers low-level games though, so we never really reach 20th level. The farthest we've gone is 17th, and that was pushing it. He tends to end the game before that. The current XP system also allows character levels among party members to be more even, that is lower level players can catch up more easily to their higher level counterparts. Failing that, there's always Unearthed Arcana and its fixed XP system.