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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="Sacrosanct" data-source="post: 6464389" data-attributes="member: 15700"><p>Holy Hell....</p><p></p><p>I can't believe I'm even spending the time to point out what a lot of people who actually played D&D in the 70s and 80s already know and have been trying to say, but here goes.</p><p></p><p>Official tagline of D&D: "Products of Your Imagination."</p><p><em>Very first sentence</em> in KotBL (been reference at least twice now as supporting evidence that D&D is all about combat): "Introduction: Welcome to the land of imagination"</p><p></p><p>Other keyed points on the very first page of KotBL:</p><p><em></em></p><p><em>"You, however, are above even the greatest of</em></p><p><em>these, for as DM you are to become the Shaper of the</em></p><p><em>Cosmos. It is you who will give form and content to all the</em></p><p><em>universe. You will breathe life into the stillness, giving meaning</em></p><p><em>and purpose to all the actions which are to follow. The</em></p><p><em>others in your group will assume the roles of individuals and</em></p><p><em>play their parts, but each can only perform within the</em></p><p><em>bounds you will set. It is now up to you to create a magical</em></p><p><em>realm filled with danger, mystery, and excitement.</em></p><p><em></em></p><p><em>Read the module thoroughly; you will notice that</em></p><p><em>the details are left in your hands. This allows you to personalize</em></p><p><em>the scenario, and suit it to what you and your players</em></p><p><em>will find most enjoyable.</em></p><p><em></em></p><p><em>While your players will have</em></p><p><em>advanced in their understanding and ability, you will likewise</em></p><p><em>have increased your skills as DM. In fact, before they</em></p><p><em>have finished all the adventure areas of this module, it is</em></p><p><em>likely that you will have begun to add your own separate</em></p><p><em>maps to the setting. The KEEP is only a small section of the</em></p><p><em>world. You must build the towns and terrain which surround</em></p><p><em>it. You must shape the societies, create the kingdoms, and</em></p><p><em>populate the countryside with men and monsters.</em></p><p><em>The KEEP is a microcosm, a world in miniature. Within its</em></p><p><em>walls your players will find what is basically a small village</em></p><p><em>with a social order, and will meet opponents of a sort"</em></p><p></p><p></p><p>So there you go. On the very first page it certainly stresses the other pillars other than combat. And that's not even counting the rule of XP for treasure and the explicit guidelines to DMs that players are encouraged to overcome challenges by other than combat. Or that the combat section of the 1e DMG is only 20 pages long, while the other two pillars take up more. Or the fact that just because there are lots of rules mechanically for combat, you really don't need rules for imagination.</p><p></p><p>Heck, half of the rules in Monopoly are about getting in and out of jail, mortgages, and bankruptcy. Does that mean you're spending the vast majority of time in the game in Jail or mortgaging your property?</p><p></p><p></p><p>So you can go on thinking that D&D has always been all about combat and little else. You may play like that, and it's OK. But if you try to say that it's true with any objectivity? You'd be flat out wrong.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6464389, member: 15700"] Holy Hell.... I can't believe I'm even spending the time to point out what a lot of people who actually played D&D in the 70s and 80s already know and have been trying to say, but here goes. Official tagline of D&D: "Products of Your Imagination." [I]Very first sentence[/I] in KotBL (been reference at least twice now as supporting evidence that D&D is all about combat): "Introduction: Welcome to the land of imagination" Other keyed points on the very first page of KotBL: [I] "You, however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set. It is now up to you to create a magical realm filled with danger, mystery, and excitement. Read the module thoroughly; you will notice that the details are left in your hands. This allows you to personalize the scenario, and suit it to what you and your players will find most enjoyable. While your players will have advanced in their understanding and ability, you will likewise have increased your skills as DM. In fact, before they have finished all the adventure areas of this module, it is likely that you will have begun to add your own separate maps to the setting. The KEEP is only a small section of the world. You must build the towns and terrain which surround it. You must shape the societies, create the kingdoms, and populate the countryside with men and monsters. The KEEP is a microcosm, a world in miniature. Within its walls your players will find what is basically a small village with a social order, and will meet opponents of a sort"[/I] So there you go. On the very first page it certainly stresses the other pillars other than combat. And that's not even counting the rule of XP for treasure and the explicit guidelines to DMs that players are encouraged to overcome challenges by other than combat. Or that the combat section of the 1e DMG is only 20 pages long, while the other two pillars take up more. Or the fact that just because there are lots of rules mechanically for combat, you really don't need rules for imagination. Heck, half of the rules in Monopoly are about getting in and out of jail, mortgages, and bankruptcy. Does that mean you're spending the vast majority of time in the game in Jail or mortgaging your property? So you can go on thinking that D&D has always been all about combat and little else. You may play like that, and it's OK. But if you try to say that it's true with any objectivity? You'd be flat out wrong. [/QUOTE]
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