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Is D&D Too Focused on Combat?
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<blockquote data-quote="Kobold Boots" data-source="post: 7733546" data-attributes="member: 92239"><p>Hi Reynard - </p><p></p><p>You're posting rather eloquently and succinctly regarding your point of view so I feel like it's reasonably safe to reply to a couple of your points.</p><p></p><p></p><p></p><p>The above makes perfect sense from a completeness point of view but every game on the market is going to have what it is known for and D&D has its roots in combat, so many of the structures of resolution are going to be around combat. I'd also like to point out that many games well known for the social aspects, don't really have much in the way of rules around social interactions, but have a lot of time spent on building out settings and plot devices (Masquerade comes to mind)</p><p></p><p>Gygax also did a lot of social dynamics work in his Dangerous Journeys: Mythus game but I have to be honest with you, the game is so rules-heavy that while I personally love the system it doesn't stand up well in actual game play. It's too crunchy and it actually distracts from the role-playing as a result.</p><p></p><p></p><p></p><p>It may not be the most reasonable response at first look, but I can tell you that if you have to make a decision between a rules-heavy and a rules-light system, you really want to skew towards rules-light. If I have to make a choice between supporting your statement of "equal rules for all pillars" and work inside the D&D combat frame as the level of detail required to apply to social situations, I think I'd pass and a whole lot of players would too.</p><p></p><p>End of day, if I want a framework for social situations in the campaign, I'm starting with the economy, then the feudal situation vs. mercantile situation, then the religious background and about 100 years worth of history in a small area of the game world, then putting the players into the mix as members of the families in direct opposition to each other, but pulling them together to take on a regional threat. Guarantee you that the players themselves will rp the intrigue and you won't need rules for it. It'll happen naturally.</p><p></p><p>Be well</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7733546, member: 92239"] Hi Reynard - You're posting rather eloquently and succinctly regarding your point of view so I feel like it's reasonably safe to reply to a couple of your points. The above makes perfect sense from a completeness point of view but every game on the market is going to have what it is known for and D&D has its roots in combat, so many of the structures of resolution are going to be around combat. I'd also like to point out that many games well known for the social aspects, don't really have much in the way of rules around social interactions, but have a lot of time spent on building out settings and plot devices (Masquerade comes to mind) Gygax also did a lot of social dynamics work in his Dangerous Journeys: Mythus game but I have to be honest with you, the game is so rules-heavy that while I personally love the system it doesn't stand up well in actual game play. It's too crunchy and it actually distracts from the role-playing as a result. It may not be the most reasonable response at first look, but I can tell you that if you have to make a decision between a rules-heavy and a rules-light system, you really want to skew towards rules-light. If I have to make a choice between supporting your statement of "equal rules for all pillars" and work inside the D&D combat frame as the level of detail required to apply to social situations, I think I'd pass and a whole lot of players would too. End of day, if I want a framework for social situations in the campaign, I'm starting with the economy, then the feudal situation vs. mercantile situation, then the religious background and about 100 years worth of history in a small area of the game world, then putting the players into the mix as members of the families in direct opposition to each other, but pulling them together to take on a regional threat. Guarantee you that the players themselves will rp the intrigue and you won't need rules for it. It'll happen naturally. Be well KB [/QUOTE]
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