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Banishing "Sacred Cows"
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<blockquote data-quote="Desdichado" data-source="post: 299852" data-attributes="member: 2205"><p><span style="color: white"></span></p><p><span style="color: white">Nah, my online voice just comes across harsh. I'm not really annoyed. Really, I promise! <img src="http://jdyal.freezope.org/shades.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> With very little trouble I can play the game without dungeons, and it's no skin off my back if anyone else does so. I don't believe that dungeons are any kind of sacred cow to D&D, though. In fact, I believe strongly that the dungeon-focus is one of the key factors that drove gamers away from D&D to to White Wolf in droves in the early nineties. Even D&D tried to pull away from it because that's where the market was, but the system itself was so poor for anything else other than clearly defined combat roles and the like that it never really worked, making D&D story modules worse than pathetic. But I can almost gaurantee it: you talk to almost any gamer who left D&D to go to other games in the days before 3e and they'll tell you that they percieved D&D to be hack-n-slash and juvenile. It was simply too much work to make it serve any other purpose, and the majority of the players who played it preferred that kind of style. "Industry consensus" is still binning the cause of the success of White Wolf, for instance, on that factor more than anything else.</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Desdichado, post: 299852, member: 2205"] [color=white] Nah, my online voice just comes across harsh. I'm not really annoyed. Really, I promise! [img]http://jdyal.freezope.org/shades.gif[/img] With very little trouble I can play the game without dungeons, and it's no skin off my back if anyone else does so. I don't believe that dungeons are any kind of sacred cow to D&D, though. In fact, I believe strongly that the dungeon-focus is one of the key factors that drove gamers away from D&D to to White Wolf in droves in the early nineties. Even D&D tried to pull away from it because that's where the market was, but the system itself was so poor for anything else other than clearly defined combat roles and the like that it never really worked, making D&D story modules worse than pathetic. But I can almost gaurantee it: you talk to almost any gamer who left D&D to go to other games in the days before 3e and they'll tell you that they percieved D&D to be hack-n-slash and juvenile. It was simply too much work to make it serve any other purpose, and the majority of the players who played it preferred that kind of style. "Industry consensus" is still binning the cause of the success of White Wolf, for instance, on that factor more than anything else. [/color] [/QUOTE]
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