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Gygax on Realism in Game Design
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<blockquote data-quote="triqui" data-source="post: 6009718" data-attributes="member: 57948"><p>This has so much truth in it that I agree 200%.</p><p></p><p> I also endorse you here.</p><p></p><p></p><p></p><p>And this is where I somewhat disagree. While I the system might be taylored to change and adapt to *groups* in this regard, it cannot addapt to *individuals* to such degrees. As you mentioned before, we all have to agree to have people in the table that like a different game approach. More often than not, those are *friends* of us, so we *want* them in our groups, regardles of different playstyles. While you can easily have a player who loves Vancian and one who loves spell points in the same table (as 5e does with wizards and sorcerers), you can´t have a game that is gritty for two players and heroic and mythic for two players, in the same group, at the same time. So, even if there are some modules that allow groups to change that, you need to have some "base assumption" about "what is D&D". Hit points, for example. It's ok to have different optional rules in "unearthed arcana" or whatever, but you still need a base default.</p><p></p><p>Beyond the default assumptions, we, as the players, should try to be flexible about other players tastes. We shouldn't "force" people to "endure" through a D&D game, as you nicely put it. I might not like Vancian, but I should allow you to play a Vancian wizard anyways. In that regard, I find your post to be a great one.</p></blockquote><p></p>
[QUOTE="triqui, post: 6009718, member: 57948"] This has so much truth in it that I agree 200%. I also endorse you here. And this is where I somewhat disagree. While I the system might be taylored to change and adapt to *groups* in this regard, it cannot addapt to *individuals* to such degrees. As you mentioned before, we all have to agree to have people in the table that like a different game approach. More often than not, those are *friends* of us, so we *want* them in our groups, regardles of different playstyles. While you can easily have a player who loves Vancian and one who loves spell points in the same table (as 5e does with wizards and sorcerers), you can´t have a game that is gritty for two players and heroic and mythic for two players, in the same group, at the same time. So, even if there are some modules that allow groups to change that, you need to have some "base assumption" about "what is D&D". Hit points, for example. It's ok to have different optional rules in "unearthed arcana" or whatever, but you still need a base default. Beyond the default assumptions, we, as the players, should try to be flexible about other players tastes. We shouldn't "force" people to "endure" through a D&D game, as you nicely put it. I might not like Vancian, but I should allow you to play a Vancian wizard anyways. In that regard, I find your post to be a great one. [/QUOTE]
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