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Why is realism "lame"?
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<blockquote data-quote="CroBob" data-source="post: 6067959" data-attributes="member: 6683307"><p>These posts are growing too long, so here;</p><p></p><p>I agree that a modular system of rules would be a good thing. What I disagree with is that a system which is so modular that it can fit any form of fantasy RPG you can think of should be called a specific game instead of a game building tool. Yes, D&D has been historically flexible, and should be, but it can't be anything fantasy. At least, not without changing a whole lot, such that it barely resembles the original game, in some cases. And in a lot of cases, there are games that do that genre better, so you'd basically be making a clone of that other game anyway. Which I don't have a problem with necessarily, but then why are you relying on this modular tool instead of just playing that game and then using some ideas from the tool to fit it slightly better to your goal? There's like a stigma that D&D <em>should</em> be anything anybody wants, when it has historically not been. At least, not without modifying the game anyway. I think it would behoove the game more to figure out what has been historically iconic and functional about the game, and work on it doing that well. Modules can be plastered on afterwards.</p></blockquote><p></p>
[QUOTE="CroBob, post: 6067959, member: 6683307"] These posts are growing too long, so here; I agree that a modular system of rules would be a good thing. What I disagree with is that a system which is so modular that it can fit any form of fantasy RPG you can think of should be called a specific game instead of a game building tool. Yes, D&D has been historically flexible, and should be, but it can't be anything fantasy. At least, not without changing a whole lot, such that it barely resembles the original game, in some cases. And in a lot of cases, there are games that do that genre better, so you'd basically be making a clone of that other game anyway. Which I don't have a problem with necessarily, but then why are you relying on this modular tool instead of just playing that game and then using some ideas from the tool to fit it slightly better to your goal? There's like a stigma that D&D [i]should[/i] be anything anybody wants, when it has historically not been. At least, not without modifying the game anyway. I think it would behoove the game more to figure out what has been historically iconic and functional about the game, and work on it doing that well. Modules can be plastered on afterwards. [/QUOTE]
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