DM-Rocco
Explorer
Dang it, why do I always find the fun interesting threads while I am at work with limited timeCelebrim said:Early on, D&D was criticized for focusing on 'What a character could do' rather than 'Who the character was (in the context of the game universe)'. This may have been due to D&D's roots in tactical war gaming. This tactical/mechanical emphasis was balanced by the fact that D&D was a very rules light game system, by comparison to just about anything that came out after it. This took a system which could err too much toward pushing peices around the (often vitual) board in a complex game of checkers, and forced on it other sorts of problem solving. Yes, it put a psychologically expensive burden on the DM, but it also in the same fashion challenged the player to think and role play if the DM wasa willing to take up the challenge. And this was good, because ultimately a game entirely about marching order and rolling dice would be pretty trite and limited.
As D&D evolved to a more robust rules set (I won't say 'good' here, because its such a loaded term), a couple things changed. First, having rules explicitly encouraged all sorts of things and tactics and problem solving approaches that were only implicit and a matter of often hesitant DM fiat before. And the rules were fairer and covered better a large number of situations, which took alot of burden of judgement off the DM (but not entirely, because no rules are perfect). But as a result, the game became even more about 'what the character could do', and less 'who the character was'. Interestingly, and maybe even more importantly, it also became even less about 'who the player was' since so many mechanics previously governed by player choice (say going about searching a room) can now be abstracted to a die roll, and maybe even implicitly or explicitly are abstracted to a die roll. There is even a tendancy toward abstracting the role play itself with a die roll, "I attempt to presuade the troll to let us pass. Ok, make a diplomacy check. *clatter* *clatter*". And while none of this is necessarily new or forced on the DM/group by the new rules, it is alot easier for a game to drift that way and settle there.
I think that there has also been a corresponding shift in the balance of power away from the DM and toward the player, because so much more of the game rules are focused on customizing the player and so much fewer areas of the game absolutely require DM interpretation.
I also think that there has been a shift upward in the range of numbers in the game. The disparity between HD is increasing, and the maximum HD is increasing, and the maximum damage is increasing and so forth. I also feel that the game has speed up, both in the amount that happens in a given period of game time, and in the amount of leveling up that occurs per session.



I think you hit the nail on the head. The game has become less about role-playing and more about the die roll or how much you can min/max a character. Yes, there will always be the need for dice and die rolls, but you can almost take a dungeon magazine and run an advneture without a DM. I say almost because you can do this now, however, if there is a mystery, or a turn coat NPC, you will unjustly find that information out sooner than intended.
DMing used to be a lot more involved. Sadly, player's really have taken over the game. Another contributing factor is the sheer amount of crap that WOTC puts out. Yes, I know they have a lot of employees that need their jobs and if they didn't put out new stuff all the time, many would lose those jobs; so let's not go down that road. However, do we really need 20+ Forgotten Realms books? The quick answer is no. The only reason most people buy these books, at least the people I know who buy these books, is because they have a tons of new spells, classes or feats and make their already powerful characters even more powerful at the same level.
It seems the buying guide on content of a D&D book is less about what is inside and more about the classes, feats and spells. If they don't offer these in the book, or they have a poor selection, they are not bought, for the most part. Classes, feats and spells (and even magical items) that push the game to new heights and abuse old rules eventually ruin the game.
How many times have you started a game with a bunch of friends and they say you can use any material from any book versus you can use the core rules and that is it?
Anyway, I'll have to read the rest of this thread later. Very good insight so far.
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