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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Ratskinner" data-source="post: 6001351" data-attributes="member: 6688937"><p>Quite possibly. Towards the mid-late 1990's everyone seemed to want to declare their game "story" oriented, but I can't think of any major rules systems of that era that I feel particularly support that play. Lots of rulebooks played plenty of lip-service to it, but were basically hot messes of S/g or (more rarely) G/s like D&D.</p><p></p><p></p><p></p><p>I tend to agree, but the thing is...there's a decent number of people playing D&D who <em>want</em> character optimization to be a part of the game. At least where I'm playing, its hard to get a story-intense group going.</p><p></p><p></p><p></p><p>I think so. Playing "Narrative" style is so intuitive that people seem to do it without too much prompting by the rules (if they're going to do it.) Which makes writing decent rules for it very difficult. IMO, that's why so many heavy "Narrative" games are very short and sweet. You don't have to be rules-light to be Narrativist, but it sure seems to help.</p><p></p><p></p><p></p><p>Those are interesting questions. I'd almost hate to be a Designer for D&D...you want to make a cool, interesting new game...but then you have this heavy necklace of sacred cattle to hold you back. So far, they seem to be trying to answer with self-referential nonsense, "make the best D&D possible", "hit all those cultural notes", etc.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6001351, member: 6688937"] Quite possibly. Towards the mid-late 1990's everyone seemed to want to declare their game "story" oriented, but I can't think of any major rules systems of that era that I feel particularly support that play. Lots of rulebooks played plenty of lip-service to it, but were basically hot messes of S/g or (more rarely) G/s like D&D. I tend to agree, but the thing is...there's a decent number of people playing D&D who [I]want[/I] character optimization to be a part of the game. At least where I'm playing, its hard to get a story-intense group going. I think so. Playing "Narrative" style is so intuitive that people seem to do it without too much prompting by the rules (if they're going to do it.) Which makes writing decent rules for it very difficult. IMO, that's why so many heavy "Narrative" games are very short and sweet. You don't have to be rules-light to be Narrativist, but it sure seems to help. Those are interesting questions. I'd almost hate to be a Designer for D&D...you want to make a cool, interesting new game...but then you have this heavy necklace of sacred cattle to hold you back. So far, they seem to be trying to answer with self-referential nonsense, "make the best D&D possible", "hit all those cultural notes", etc. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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