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<blockquote data-quote="howandwhy99" data-source="post: 6040836" data-attributes="member: 3192"><p>1. Constructive chaos is a contradiction in terms.</p><p></p><p>2. What D&DN designers have dubbed Exploration and Interaction had more rules thirty years ago than they've had in the last twenty. They were map-based game system rules, but even back then it was taboo to speak or think of NPCs as machines holding information like data and following programmed behavior, even though it was a game. Now it is de rigueur too openly reject these types of rules and designs. There is a universal lack of everywhere I've look. Part of it is due to the popularity of a singular philosophy seeking to reject any design or theory that would accept such designs back into the RPG world unless they were conceded to be nothing other than "authority" trading activities (i.e. bound by that philosophy).</p><p></p><p>3. In terms of rules design I think D&DN needs to be a few different core games that could then be constructed from the same playing pieces / rules modules. I don't see a means of playing the D&D games I prefer under the implicit design assumptions of the last couple decades. So far I've seen no movement away from these last two edition's design philosophies. Modularity in all things, even the "core rules", may be the only way forward here. Whether it happens or not, I'll be rewriting the most basic assumptions of the game for when I run it.</p><p></p><p>4. Who will first cast aside the idols of creativity and freedom?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6040836, member: 3192"] 1. Constructive chaos is a contradiction in terms. 2. What D&DN designers have dubbed Exploration and Interaction had more rules thirty years ago than they've had in the last twenty. They were map-based game system rules, but even back then it was taboo to speak or think of NPCs as machines holding information like data and following programmed behavior, even though it was a game. Now it is de rigueur too openly reject these types of rules and designs. There is a universal lack of everywhere I've look. Part of it is due to the popularity of a singular philosophy seeking to reject any design or theory that would accept such designs back into the RPG world unless they were conceded to be nothing other than "authority" trading activities (i.e. bound by that philosophy). 3. In terms of rules design I think D&DN needs to be a few different core games that could then be constructed from the same playing pieces / rules modules. I don't see a means of playing the D&D games I prefer under the implicit design assumptions of the last couple decades. So far I've seen no movement away from these last two edition's design philosophies. Modularity in all things, even the "core rules", may be the only way forward here. Whether it happens or not, I'll be rewriting the most basic assumptions of the game for when I run it. 4. Who will first cast aside the idols of creativity and freedom? [/QUOTE]
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