D&D is, in the legal sense, a property and collection of live trademarks registered and/or owned by WotC. Products and copy that make use of these trademarks can be said, objectively, to represent D&D. (...)
He's reminding people that we are, under the (fairly superficial) coat of edition-partisan paint, all D&D players and that we share that in common.
Mike Mearls by way of Dannager said:"There’s something innately appealing about [the D&D trademark], about its nature as a roleplaying game, that made it spread like wildfire. [The D&D trademark] took off and remains healthy to this day because it answers a basic human need that hadn’t been met before. It was the first game that let us share our imaginations against the backdrop of a fantastic world of sorcery and danger. It’s no wonder that so many digital games plunder from [the] rich history [of the D&D trademark]. The idea of going to another world and sharing that journey was heady stuff back in the 1970s, and it still defines hardcore gaming today."
"When we look at the past, we see how we played the [trademark] and learn where it started. As we move forward from [the D&D trademark's] beginning, we see how the [trademark] changed, why it changed, and how we changed in response. When we understand the sum of those 38 years of changes, we can understand the present. We can see the big picture, the tale that extends from 1973 (the year Gary signed the foreword to the Original Edition) to today. A cycle emerges, as each version of the [trademark] represents a shift from one gaming generation to the next. What I’d like to do in this column is inspect that cycle, take it apart, and use it to look to the future."
"To borrow from the foreword to the 1st Edition Player’s Handbook: "As diverse as this mélange of enthusiasts is, they all seem to share one commonality: a real love for [the D&D trademark] and a devotion that few other [trademarks] can claim.""
"This is our [trademark], and it is as healthy, vibrant and important as we make it. The rest is details. Don’t let that details drive us apart when the big picture says we should be joined together."
So you don't believe that rules changes can affect the way one personally interacts with the game? If so, I have news to you. I can say without fear of contradiction that rules changes can and do, since they are the basis for a lot of people's dissatisfaction with 4Ed because I have seen it in others AND personally experienced it. There is a reason I don't feel a connection to a "universal experience" that you and Mearls are touting: "specific rules" and "change(s) to the game’s mechanics" have made 4Ed feel like a generic, non-D&D, FRPG to me.
If all that you & Mearls are discussing is that, there is still a problem because, as I've said before, 4Ed doesn't meet that definition.
To me and others, 4Ed does not connect to that universal feel of D&D in any way, and without universality, it does not match the archetype of D&D. At best, it fits into an archetype of FRPGs in general. The universality you so want to claim is there simply isn't.
If we look to M-W's definition, 4Ed again fails to be archetypically D&D because it is a fairly big variance from its origins.
The experience/essence of D&D cannot be rationally discussed without first coming to some concensus of what that experience/essence is.
Demanding that people accept that there is a core experience/essence, while demanding that there be no discussion of what that experience/essence is, is a demand to not look at the situation rationally.
Don't be shocked if, when discussing your undefined core experience, one person is talking about something requiring Vancian magic, another is talking about exploration-based gaming, a third is talking about combat simulation, and a fourth is talking about eating expensive cheeses. And if, as a result, whatever unity you forge dissolves like the summer mist as soon as the actual disparity rears its ugly head.
The owners of D&D can do what they want, but at the same time the risk is great if the brand has a strong identity. So called "Reboots" are risky, especially if the product is still popular and has an active following. (A lot of people talk about the BSG reboot, but keep in mind that particular franchise just had a small die-hard following and 30 years had passed with no major activity, not akin to the very successful and most popular table-top RPG ever, the one that inspired all the imitators, computer and otherwise).
And yet you haven't explained with any degree of clarity what "D&Dness" is; how it differs from "Talisanthaness" or "Harn-ness" or any other "FRPGness", it would seem.No, I'm not saying that rules changes don't "affect the way one personally interacts with the game," but the core, essential experience of D&D is not dependent upon specific rules, so that any specific rules change is not enough to necessarily change that essential quality of "D&Dness."
D&D is itself an archetype, with a kind of universal quality to it that requires no specific form or set of rules (or edition) to experience it. Furthermore, the means by which we experience that archetype are different and quite personal, but there is also a shared, universal experience. In other words, you could be playing 2E and I could be playing 4E and we could both be partaking in the archetype of D&D, even if the details were quite different.
Like?How does this differ from RPGs in general? Well again, I would say that it isn't any specific factor but a combination of factors.
In what way is this an archetypal experience? What is this "core essence?"But again, this isn't about defining what D&D is and isn't but looking at it as an archetypal experience or, as Mike Mearls put it, the "core essence" of it.
What is that core experience? Well, let's just call it "D&D" and leave it at that.
In some sense I am reminded of a neuroscientist who refutes the notion of "love" as anything but chemical interactions in the brain. That's their right to do so but it stalls conversation when someone is talking about love as something more or other or non-reducible.
And yet you haven't explained with any degree of clarity what "D&Dness" is; how it differs from "Talisanthaness" or "Harn-ness" or any other "FRPGness", it would seem.
Agreed.Danny, we're getting nowhere.
Not even close- I'm asking you to distinguish between "D&Dness" and "Harn-ness" or "Talisantha-ness," etc.you keep on wanting to reduce the first to the second,
any definition is inherently limited and less than the actual experience.
I haven't explained "D&Dness" because I don't have to; well actually, I have explained it ad nauseum, but you are not accepting my explanation because you feel that it is too vague. As I've said, it is a felt-experience, both quite personal and with a universal quality that allows us to experience something together. In the same sense that the experience of "love" is extremely personal but also universal.
Unless "D&Dness" can be defined in some form or another, it is useless as a term for any meaningful discussion.
WHFRPG1/2e has more "D&Dness" to me than 4e. That's just my opinion. And some will think 4e has more "D&Dness" than 2e. So again what is the point of the term again?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.