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<blockquote data-quote="Lyxen" data-source="post: 8386230" data-attributes="member: 7032025"><p>No, it has not. If you think so, prove it. Because, on the other hand, Ihave proof that is has not through the first paragraphs of the SAC, if nothing else.</p><p></p><p></p><p></p><p>No, the game ALWAYS supported a variety of playstyles, which is a great thing because the openness of the game is its major strength.</p><p></p><p></p><p></p><p>And this is biased incomplete reading of the rules, because that is just a very partial reading of that introduction. How about things which are not feature, but the intent itself ?</p><ul> <li data-xf-list-type="ul">Playing D&D is an exercise in collaborative creation. You and your friends create epic stories filled with tension and memorable drama.</li> <li data-xf-list-type="ul">The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination.</li> </ul><p>Pray tell how these complete sentences (and not single words taken completely out of their context) support powergaming ?</p><p></p><p>And despite this, the game still supports it (although, by most comments from powergamers, badly, with its natural language, no clear definitions and in particular the absolute refusal from the designers and the Sage Advice to make things more precise, always dithering and opening new possibilities, to the immense frustration of powergamers who can't get a clear answer and end up usually saying that JC is an idiot when all he is doing is very cleverly supporting the inherent fuzzyness of the game).</p><p></p><p></p><p></p><p>And it's great for you, but I'm sure you realise that it is because YOU made it matter in YOUR campaign by adding tons of elements there about why it matters. Which again, is a great tribute to the openness of the game. But inherently, at its core, the game design makes it so that it does not matter.</p><p></p><p></p><p></p><p>It does not matter in the original game design. The fact that you had to create an entire power armor so that you can use the strength of your pinky in your game and make it matter there does not change the fact that the pinky does not represent a whole human being, and that inferring that because of the pinky, the whole game has to be designed the way you like it is preposterous.</p><p></p><p></p><p></p><p>It's really funny how you cling to details to imagine the whole thing, as if it was unknown. But it's not unknown, it's plain as day.</p><p></p><p></p><p></p><p>And again, I find it funny how defensive you are about it and putting words in my mouth. Did I say it was wrong ? Never. Did I say it was not fun ? Never. Did I say it was inferior ? Never.</p><p></p><p>I just said that my preferences run another way, and that I'm tired of people like you pretending that "the one true way is powergaming because, lo, there are rules in a rulebook, therefore the game must be about rules".</p><p></p><p></p><p></p><p>And please start reading my posts instead of reacting to some imaginary slights on your playing style. The only thing I'm saying is that the designers has a storytelling intent when designing the game, it's plain as day in their own words and in the major design decisions like natural language, fuzziness, central role of the DM as lead storyteller, etc.</p><p></p><p>They were also clever enough not to kill the sacred cow and leave it open to other playstyles, including the technical one (although, again, it does not really work out of the box until you create your own definitions and add-ons, including rigidifying the whole structure and making a large number of specific rulings "permanent").</p><p></p><p>But for some reasons, being reminded that the first official words of the game are "The Dungeons & Dragons <strong><u>roleplaying</u></strong> game is about <strong><u>storytelling</u></strong> in worlds of swords and sorcery."</p><p></p><p>Don't put storytelling at the forefront of your games if you don't like it, heck, don't do any of it, I really don't care. But pretending that the words are not there (while still revering all the technical words in the book as the holy RAW) is certainly showing some bias in reading.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8386230, member: 7032025"] No, it has not. If you think so, prove it. Because, on the other hand, Ihave proof that is has not through the first paragraphs of the SAC, if nothing else. No, the game ALWAYS supported a variety of playstyles, which is a great thing because the openness of the game is its major strength. And this is biased incomplete reading of the rules, because that is just a very partial reading of that introduction. How about things which are not feature, but the intent itself ? [LIST] [*]Playing D&D is an exercise in collaborative creation. You and your friends create epic stories filled with tension and memorable drama. [*]The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. [/LIST] Pray tell how these complete sentences (and not single words taken completely out of their context) support powergaming ? And despite this, the game still supports it (although, by most comments from powergamers, badly, with its natural language, no clear definitions and in particular the absolute refusal from the designers and the Sage Advice to make things more precise, always dithering and opening new possibilities, to the immense frustration of powergamers who can't get a clear answer and end up usually saying that JC is an idiot when all he is doing is very cleverly supporting the inherent fuzzyness of the game). And it's great for you, but I'm sure you realise that it is because YOU made it matter in YOUR campaign by adding tons of elements there about why it matters. Which again, is a great tribute to the openness of the game. But inherently, at its core, the game design makes it so that it does not matter. It does not matter in the original game design. The fact that you had to create an entire power armor so that you can use the strength of your pinky in your game and make it matter there does not change the fact that the pinky does not represent a whole human being, and that inferring that because of the pinky, the whole game has to be designed the way you like it is preposterous. It's really funny how you cling to details to imagine the whole thing, as if it was unknown. But it's not unknown, it's plain as day. And again, I find it funny how defensive you are about it and putting words in my mouth. Did I say it was wrong ? Never. Did I say it was not fun ? Never. Did I say it was inferior ? Never. I just said that my preferences run another way, and that I'm tired of people like you pretending that "the one true way is powergaming because, lo, there are rules in a rulebook, therefore the game must be about rules". And please start reading my posts instead of reacting to some imaginary slights on your playing style. The only thing I'm saying is that the designers has a storytelling intent when designing the game, it's plain as day in their own words and in the major design decisions like natural language, fuzziness, central role of the DM as lead storyteller, etc. They were also clever enough not to kill the sacred cow and leave it open to other playstyles, including the technical one (although, again, it does not really work out of the box until you create your own definitions and add-ons, including rigidifying the whole structure and making a large number of specific rulings "permanent"). But for some reasons, being reminded that the first official words of the game are "The Dungeons & Dragons [B][U]roleplaying[/U][/B] game is about [B][U]storytelling[/U][/B] in worlds of swords and sorcery." Don't put storytelling at the forefront of your games if you don't like it, heck, don't do any of it, I really don't care. But pretending that the words are not there (while still revering all the technical words in the book as the holy RAW) is certainly showing some bias in reading. [/QUOTE]
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