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Are D&D rulebooks stuck in the 70's?
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<blockquote data-quote="Henry" data-source="post: 817674" data-attributes="member: 158"><p>I love the old stories about new players to the Traveller game who didn't understand that they weren't actually playing the game yet... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Nope - because alignments are sufficiently broad as to justify wide ranges of behavior under each branch, and these can also change during play without direct penalty to the player. The old system where you used to LOSE A LEVEL when you changed alignments, THAT irked me.</p><p></p><p></p><p></p><p>And a tra, and a la, and a Hey, Nonny Nonny to boot! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>However, there is a vast belief in the D&D community that such a mandatory system of quirks and flaws is not important enough to be a part of the game. Even in GURPS, one of the most Flaw-heavy and Quirk-heavy games out there, they are not mandatory, but rather are based on the bonus/penalty system. However, the self-same system of bonus and minus points must be heavily DM supervised in many cases to avoid the maximum gain for minimum penalty that was discussed above.</p><p></p><p></p><p>To me, a player having as much or as little background as he wishes is one of the strengths of the D&D system - of all its versions.</p><p></p><p></p><p></p><p>Which I wouldn't like, because by its nature it enforces a certain "minimum level of roleplaying" on the game system as a whole. While each DM is certainly free to modify it, as all the rules, the baseline as a "minimum roleplay level" does not set well with me as a player or a DM. </p><p></p><p>I will WHOLLY agree with a strong push for more helpful advice in the PHB on roleplaying characters, say in Chapter 6, or more advice in the DMG on encouraging the players in their roleplay pursuits, and examples both of how to work character info into your games and optional XP and story benefits systems used to encourage character detail.</p><p></p><p>However, itemizing it and reducing it to a minimum quirks selected list is not appealing to me.</p></blockquote><p></p>
[QUOTE="Henry, post: 817674, member: 158"] I love the old stories about new players to the Traveller game who didn't understand that they weren't actually playing the game yet... :) Nope - because alignments are sufficiently broad as to justify wide ranges of behavior under each branch, and these can also change during play without direct penalty to the player. The old system where you used to LOSE A LEVEL when you changed alignments, THAT irked me. And a tra, and a la, and a Hey, Nonny Nonny to boot! :) However, there is a vast belief in the D&D community that such a mandatory system of quirks and flaws is not important enough to be a part of the game. Even in GURPS, one of the most Flaw-heavy and Quirk-heavy games out there, they are not mandatory, but rather are based on the bonus/penalty system. However, the self-same system of bonus and minus points must be heavily DM supervised in many cases to avoid the maximum gain for minimum penalty that was discussed above. To me, a player having as much or as little background as he wishes is one of the strengths of the D&D system - of all its versions. Which I wouldn't like, because by its nature it enforces a certain "minimum level of roleplaying" on the game system as a whole. While each DM is certainly free to modify it, as all the rules, the baseline as a "minimum roleplay level" does not set well with me as a player or a DM. I will WHOLLY agree with a strong push for more helpful advice in the PHB on roleplaying characters, say in Chapter 6, or more advice in the DMG on encouraging the players in their roleplay pursuits, and examples both of how to work character info into your games and optional XP and story benefits systems used to encourage character detail. However, itemizing it and reducing it to a minimum quirks selected list is not appealing to me. [/QUOTE]
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