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<blockquote data-quote="AbdulAlhazred" data-source="post: 9053628" data-attributes="member: 82106"><p>It isn't about 'mechanics' per se (though perhaps this is a semantic argument). Its about GAME STRUCTURE. D&D is a game in which a GM states, based on preexisting prepped material, or strict extrapolations thereof, what the character's are experiencing. Their options are strictly based on this situation and the setting it is embedded in, without regard to anything related to the character itself at all. Players have no authority over, or even signalling mechanism, to determine what this focus is. Moreover the core 'interact with the world' mechanics are drawn straight from a classic dungeon crawl paradigm in which the story comes after the tossing of dice, and the players source of input is purely tactical and logistical in nature. The reward system is totally focused on this sort of performance. Later editions, with their 'trad'/'neo-trad' kind of aspirations are thoroughly incoherent designs for this reason, though 2e at least makes a nod in the direction of reward being tied to RP.</p><p></p><p>It would be pretty hard to invent an RPG that is less endowed with traits that allow for Story Now play than D&D and still be a serious RPG. It would require drastic changes to the rules structure, at least equivalent to writing 4e.</p><p></p><p>The whole magic system, as just an example, is entirely against you. Its fixed description spells take no account of character at all. The attached resource allocation system is all wrong for the sort of play that a game like DW is aimed at. You're going to need to scrap that entirely, exactly as 4e did. </p><p></p><p>Yes, you can play 'low myth D&D' to a degree. However, the system is going to constantly trip you up. My advice is don't do it. Any imagined 'advantage' will evaporate immediately when you play simply due to the fact that its a lot more work to get around the issues than it is to simply adopt a system, like DW, that does what you want and tells you how to run such a game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9053628, member: 82106"] It isn't about 'mechanics' per se (though perhaps this is a semantic argument). Its about GAME STRUCTURE. D&D is a game in which a GM states, based on preexisting prepped material, or strict extrapolations thereof, what the character's are experiencing. Their options are strictly based on this situation and the setting it is embedded in, without regard to anything related to the character itself at all. Players have no authority over, or even signalling mechanism, to determine what this focus is. Moreover the core 'interact with the world' mechanics are drawn straight from a classic dungeon crawl paradigm in which the story comes after the tossing of dice, and the players source of input is purely tactical and logistical in nature. The reward system is totally focused on this sort of performance. Later editions, with their 'trad'/'neo-trad' kind of aspirations are thoroughly incoherent designs for this reason, though 2e at least makes a nod in the direction of reward being tied to RP. It would be pretty hard to invent an RPG that is less endowed with traits that allow for Story Now play than D&D and still be a serious RPG. It would require drastic changes to the rules structure, at least equivalent to writing 4e. The whole magic system, as just an example, is entirely against you. Its fixed description spells take no account of character at all. The attached resource allocation system is all wrong for the sort of play that a game like DW is aimed at. You're going to need to scrap that entirely, exactly as 4e did. Yes, you can play 'low myth D&D' to a degree. However, the system is going to constantly trip you up. My advice is don't do it. Any imagined 'advantage' will evaporate immediately when you play simply due to the fact that its a lot more work to get around the issues than it is to simply adopt a system, like DW, that does what you want and tells you how to run such a game. [/QUOTE]
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