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A viable game and the vicious edition cycle
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<blockquote data-quote="Mercurius" data-source="post: 6347590" data-attributes="member: 59082"><p>No it doesn't. monopoly and chess are completely different animals, mainly in terms of simplicity. D&D is a much more complex game, both in terms of the rules themselves and the game play (story). </p><p></p><p>I think another key difference is that the game play of monopoly and chess is very much the play of the rules themselves, while for D&D, the rules <em>facillitate </em>the game play. An analogy would be musical instruments (chess, monopoly) vs. music media like LPs, CDs, mp3s etc (D&D). A flute or violin are classics, they are what they are and there isn't a lot of advancment possible except through better craftsmanship and, I suppose, simulation. But music media is always evolving, always changing - becuase the media itself is secondary to the music.</p><p></p><p>To put it another way, monopoly and chess <em>are </em>the rules - that is pretty much all there is to the game. With D&D, however, the rules are one of two major elements, the other being story, and the story is what is primary - the rules are meant to facilitate the story (e.g. "I attack" is primary to, both coming before and being more central to play, "roll a d20").</p><p></p><p>The history of editions is, in a way, a history of different attempts at asking the question: What rules best facilitate the D&D story? I imagine this question will be asked as long as D&D is around. We're never going to find the Perfect Rule Set to End All Rule Sets.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6347590, member: 59082"] No it doesn't. monopoly and chess are completely different animals, mainly in terms of simplicity. D&D is a much more complex game, both in terms of the rules themselves and the game play (story). I think another key difference is that the game play of monopoly and chess is very much the play of the rules themselves, while for D&D, the rules [I]facillitate [/I]the game play. An analogy would be musical instruments (chess, monopoly) vs. music media like LPs, CDs, mp3s etc (D&D). A flute or violin are classics, they are what they are and there isn't a lot of advancment possible except through better craftsmanship and, I suppose, simulation. But music media is always evolving, always changing - becuase the media itself is secondary to the music. To put it another way, monopoly and chess [I]are [/I]the rules - that is pretty much all there is to the game. With D&D, however, the rules are one of two major elements, the other being story, and the story is what is primary - the rules are meant to facilitate the story (e.g. "I attack" is primary to, both coming before and being more central to play, "roll a d20"). The history of editions is, in a way, a history of different attempts at asking the question: What rules best facilitate the D&D story? I imagine this question will be asked as long as D&D is around. We're never going to find the Perfect Rule Set to End All Rule Sets. [/QUOTE]
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