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New D&D: What's Really Important
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<blockquote data-quote="Keldryn" data-source="post: 5771868" data-attributes="member: 11999"><p>I agree with you and ChainSawHobbit.</p><p></p><p>I think that modern incarnations of the game have lost sight of what drew many of us to RPGs in the first place.</p><p></p><p>I was drawn to D&D because I loved the idea of portraying a courageous warrior or a mysterious and powerful wizard in an imaginary world. <em>How</em> this was realized in terms of game mechanics was a whole lot less important than the character concept.</p><p></p><p>And to me, a character concept is something like "a half-elven warrior, the bastard son of a tyrannical noble, travels the land helping those who have been the victims of his father's unjust laws." (Not super-original, but I needed to come up with something in a pinch) "A half-elf fighter who is good at Diplomacy and fights with a nine-bladed sword in one hand and a chain-axe in the other" is not a character concept. The rise of Internet popularity messes with the perception of course, but since 3e came out, I've read a lot more "character concepts" that simply state what a character can do than anything about the character's background or motivations.</p><p></p><p>There are a lot of players who enjoy character-building (in terms of abilities and game mechanics) as a game in and of itself. I went through a phase like that myself, when I thought that GURPS and Hero were the most awesome games ever created. Most people that I played D&D with didn't want to be bothered with those games.</p><p></p><p>I think that extensive character-building and rules-specific terminology appeal to a large number of gamers. I think that these same elements are a huge turn-off to an even larger number of people who are interested in fantasy fiction and even role-playing but don't want to think about what they're doing in terms of game mechanics.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5771868, member: 11999"] I agree with you and ChainSawHobbit. I think that modern incarnations of the game have lost sight of what drew many of us to RPGs in the first place. I was drawn to D&D because I loved the idea of portraying a courageous warrior or a mysterious and powerful wizard in an imaginary world. [I]How[/I] this was realized in terms of game mechanics was a whole lot less important than the character concept. And to me, a character concept is something like "a half-elven warrior, the bastard son of a tyrannical noble, travels the land helping those who have been the victims of his father's unjust laws." (Not super-original, but I needed to come up with something in a pinch) "A half-elf fighter who is good at Diplomacy and fights with a nine-bladed sword in one hand and a chain-axe in the other" is not a character concept. The rise of Internet popularity messes with the perception of course, but since 3e came out, I've read a lot more "character concepts" that simply state what a character can do than anything about the character's background or motivations. There are a lot of players who enjoy character-building (in terms of abilities and game mechanics) as a game in and of itself. I went through a phase like that myself, when I thought that GURPS and Hero were the most awesome games ever created. Most people that I played D&D with didn't want to be bothered with those games. I think that extensive character-building and rules-specific terminology appeal to a large number of gamers. I think that these same elements are a huge turn-off to an even larger number of people who are interested in fantasy fiction and even role-playing but don't want to think about what they're doing in terms of game mechanics. [/QUOTE]
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