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<blockquote data-quote="Dausuul" data-source="post: 4454234" data-attributes="member: 58197"><p>The irony here is that MMOs could handle wound levels and hit location tracking without a hiccup, since the most complicated PnP system ever devised is child's play for a computer. But MMOs are still very much stuck in the D&D mold - hit points, levels, classes, XP for killing stuff, and so on - and have yet to really break out and explore the options the new medium offers them.</p><p></p><p>I think I'll go on the Blizzard forums and start grousing about how WoW is just like D&D.</p><p></p><p></p><p></p><p>Have you ever read the BECMI rules (also known as Basic or Classic D&D)? Epic Destinies are a direct rip-off of the "paths to immortality" from that ruleset. It's got nothing to do with indie gaming - it's a throwback to old-school D&D. Unless there was an indie game scene in 1985.</p><p></p><p>I don't know about skill challenges; those may in fact have been taken from indie games. Or they may have been the result of experiments within WotC.</p><p></p><p>I see nothing wrong with RPG criticism and theories of gaming per se, but most GNS discussion strikes me as incredibly pretentious and vague, throwing around a lot of big words and trying to avoid giving a clear definition of anything. Add to that the fact that GNS has an extremely high ratio of theory to data, and I can't help but suspect that it's all a lot of hot air.</p><p></p><p>Contrast this with what Mike Mearls and other WotC designers have said about the craft of game design. It's easy to understand what they're saying, because it's grounded in actual play experience and is concentrated on getting specific and visible results. You may or may not agree with their results, but you can at least understand them.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4454234, member: 58197"] The irony here is that MMOs could handle wound levels and hit location tracking without a hiccup, since the most complicated PnP system ever devised is child's play for a computer. But MMOs are still very much stuck in the D&D mold - hit points, levels, classes, XP for killing stuff, and so on - and have yet to really break out and explore the options the new medium offers them. I think I'll go on the Blizzard forums and start grousing about how WoW is just like D&D. Have you ever read the BECMI rules (also known as Basic or Classic D&D)? Epic Destinies are a direct rip-off of the "paths to immortality" from that ruleset. It's got nothing to do with indie gaming - it's a throwback to old-school D&D. Unless there was an indie game scene in 1985. I don't know about skill challenges; those may in fact have been taken from indie games. Or they may have been the result of experiments within WotC. I see nothing wrong with RPG criticism and theories of gaming per se, but most GNS discussion strikes me as incredibly pretentious and vague, throwing around a lot of big words and trying to avoid giving a clear definition of anything. Add to that the fact that GNS has an extremely high ratio of theory to data, and I can't help but suspect that it's all a lot of hot air. Contrast this with what Mike Mearls and other WotC designers have said about the craft of game design. It's easy to understand what they're saying, because it's grounded in actual play experience and is concentrated on getting specific and visible results. You may or may not agree with their results, but you can at least understand them. [/QUOTE]
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