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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="hawkeyefan" data-source="post: 9274290" data-attributes="member: 6785785"><p>I mean… what’s a word for “not well organized”? </p><p></p><p></p><p></p><p></p><p></p><p>And if a player happened to buy the Complete Bards Handbook, it’d be a bit of a dick move to not let them make a Jongleur or whatever they wanted to play from that book.</p><p></p><p></p><p></p><p>That’s fine… but do we really need so many? How many versions of D&D do we need? How much is this constant state of revision on the same game holding back the hobby? </p><p></p><p></p><p></p><p>Anything. Something that a designer was passionate about. Something sci-fi or horror or any other genre. Something with entirely different rules. Just different games. </p><p></p><p>Just taking a chance instead of relying on the same idea again and again. Or at the very least, not only that.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9274290, member: 6785785"] I mean… what’s a word for “not well organized”? And if a player happened to buy the Complete Bards Handbook, it’d be a bit of a dick move to not let them make a Jongleur or whatever they wanted to play from that book. That’s fine… but do we really need so many? How many versions of D&D do we need? How much is this constant state of revision on the same game holding back the hobby? Anything. Something that a designer was passionate about. Something sci-fi or horror or any other genre. Something with entirely different rules. Just different games. Just taking a chance instead of relying on the same idea again and again. Or at the very least, not only that. [/QUOTE]
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D&D Older Editions
Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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