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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7570003" data-attributes="member: 82106"><p>You are of course welcome to your opinion. IMHO 'classic' D&D is a pretty rigid game which really only works as what it was designed to be, an FRPG with a DM entirely in charge of content, and with a steep power curve and a lot of fairly gonzo kitchen-sink fantasy elements. It can bend a bit in higher or lower magic directions, slightly, but its not a real flexible game.</p><p></p><p>Note how TSR never attempted to use D&D as an engine for other games. The closest was Metamorphosis Alpha/Gamma World, but even there the game is VERY different in several important particulars (PCs have MUCH more hit points for example, and level advancement is practically non-existent, there are no classes, etc.). That's it, every other TSR game uses entirely different mechanics (of many sorts, they never did seemingly believe in a generic system, unless you count Alternity, and that was a minor blip at the end of TSR). </p><p></p><p>Nor does classic D&D have a lot of the subsystems you really NEED to even run most types of game. It has very little in the way of explicit character elements, nothing you can really use for a meta-game resource, and doesn't even have a skill or 'power' type of system that grants characters something they can use to make checks or carry out actions. Some classes have 'stuff' that KINDA does that, but you have to go to after 1986 to find generally applicable skill systems, and they're not even really workable until 3e, which is hardly classic.</p><p></p><p>EDIT: In fact, 3e is a very informative edition in terms of indicating what WotC thought the limitations of 2e were. Lack of a generic skill system and common resolution system! Overly rigid class system, etc. D20 Modern and the 'D20 System' in general takes this even further, finally ACTUALLY giving us a modestly generic system based on a rule set which can trace its descent from classic Gygax D&D in a fairly straight path. It is a LOT different from Gygax, and yet STILL suffered from enough of the same limitations that it never really took off (I mean, there was a rush of D20-ized game books that came out, and then they all rapidly faded away as designers and players quickly found out it wasn't a great idea).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7570003, member: 82106"] You are of course welcome to your opinion. IMHO 'classic' D&D is a pretty rigid game which really only works as what it was designed to be, an FRPG with a DM entirely in charge of content, and with a steep power curve and a lot of fairly gonzo kitchen-sink fantasy elements. It can bend a bit in higher or lower magic directions, slightly, but its not a real flexible game. Note how TSR never attempted to use D&D as an engine for other games. The closest was Metamorphosis Alpha/Gamma World, but even there the game is VERY different in several important particulars (PCs have MUCH more hit points for example, and level advancement is practically non-existent, there are no classes, etc.). That's it, every other TSR game uses entirely different mechanics (of many sorts, they never did seemingly believe in a generic system, unless you count Alternity, and that was a minor blip at the end of TSR). Nor does classic D&D have a lot of the subsystems you really NEED to even run most types of game. It has very little in the way of explicit character elements, nothing you can really use for a meta-game resource, and doesn't even have a skill or 'power' type of system that grants characters something they can use to make checks or carry out actions. Some classes have 'stuff' that KINDA does that, but you have to go to after 1986 to find generally applicable skill systems, and they're not even really workable until 3e, which is hardly classic. EDIT: In fact, 3e is a very informative edition in terms of indicating what WotC thought the limitations of 2e were. Lack of a generic skill system and common resolution system! Overly rigid class system, etc. D20 Modern and the 'D20 System' in general takes this even further, finally ACTUALLY giving us a modestly generic system based on a rule set which can trace its descent from classic Gygax D&D in a fairly straight path. It is a LOT different from Gygax, and yet STILL suffered from enough of the same limitations that it never really took off (I mean, there was a rush of D20-ized game books that came out, and then they all rapidly faded away as designers and players quickly found out it wasn't a great idea). [/QUOTE]
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