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Why Rules Cyclopedia is the ultimate D&D edition
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<blockquote data-quote="Celebrim" data-source="post: 7057929" data-attributes="member: 4937"><p>Some people are purists for system as an aesthetic value. It doesn't surprise me that some people who prefer 4e also would pick BECMI as their second favorite, particularly those who - rightly or wrongly - see 4e as an Indy/Forge inspired version of D&D. Personally, if I was going to do that, I'd head for DungeonWorld or 13th Age instead, but I see the attraction even if I don't feel it myself.</p><p></p><p>For me, the game is strictly subordinate to the world and the story being created within it and serves the needs of the two. My aesthetics as far as mechanics go are therefore far more practical (given those goals) than elegant. If there are a bunch of messy subsystems, that's fine so long as each serves the structure of what is occurring in the story at that time. Compare the lockpicking mini-game or potion crafting mini-game in Skyrim. Each of which has a system unrelated to the rest of the game (mechanically, neither shares much with combat or stealth), but each mini-game captures an idea of the imagined world in a way that can be immersive.</p><p></p><p>I have similar goals in my rules set, which inherently pulls me away from rules light/elegant systems.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7057929, member: 4937"] Some people are purists for system as an aesthetic value. It doesn't surprise me that some people who prefer 4e also would pick BECMI as their second favorite, particularly those who - rightly or wrongly - see 4e as an Indy/Forge inspired version of D&D. Personally, if I was going to do that, I'd head for DungeonWorld or 13th Age instead, but I see the attraction even if I don't feel it myself. For me, the game is strictly subordinate to the world and the story being created within it and serves the needs of the two. My aesthetics as far as mechanics go are therefore far more practical (given those goals) than elegant. If there are a bunch of messy subsystems, that's fine so long as each serves the structure of what is occurring in the story at that time. Compare the lockpicking mini-game or potion crafting mini-game in Skyrim. Each of which has a system unrelated to the rest of the game (mechanically, neither shares much with combat or stealth), but each mini-game captures an idea of the imagined world in a way that can be immersive. I have similar goals in my rules set, which inherently pulls me away from rules light/elegant systems. [/QUOTE]
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