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General Tabletop Discussion
*TTRPGs General
Campaign Types: Which are covered by the various editions?
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<blockquote data-quote="Thasmodious" data-source="post: 4673090" data-attributes="member: 63272"><p>I don't think that the definition of "core" D&D gameplay is arguable. Every edition states it quite clearly in their introductions and it's never really changed. Core gameplay has always been a party of adventurers taking up sword and spell to explore and delve in search of action and treasure. There is a lot of room to put things on top of this basic model, but that has always been, and hopefully always will be, core D&D gameplay. </p><p></p><p>A strong plot, deep characters, wrestling with moral issues, internation intrigue, all the things we add on to this is great but the game has always been designed primarily around the core gameplay of fighting, acquiring treasure, and exploring dungeons of various kinds. So that is what I meant, D&D has always been designed to do well at what is considered core D&D gameplay. There have been rules supplements, sections, subsystems and so forth for a great many playstyles and approaches, but the game assumes that things always come down to killing things and taking their stuff. That is why combat, character power (level advancement, class abilities, skills and feats, etc), exploration rules and magic items form the root and bulk of the rules systems for every game.</p><p></p><p>You can tweak D&D to run about anything fantasy related, but the further you get away from core D&D gameplay, the worse off you are in rules support, as you are moving away from what the design centers around. Too far removed (like a game with no combat) and you need to shop for a different system.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4673090, member: 63272"] I don't think that the definition of "core" D&D gameplay is arguable. Every edition states it quite clearly in their introductions and it's never really changed. Core gameplay has always been a party of adventurers taking up sword and spell to explore and delve in search of action and treasure. There is a lot of room to put things on top of this basic model, but that has always been, and hopefully always will be, core D&D gameplay. A strong plot, deep characters, wrestling with moral issues, internation intrigue, all the things we add on to this is great but the game has always been designed primarily around the core gameplay of fighting, acquiring treasure, and exploring dungeons of various kinds. So that is what I meant, D&D has always been designed to do well at what is considered core D&D gameplay. There have been rules supplements, sections, subsystems and so forth for a great many playstyles and approaches, but the game assumes that things always come down to killing things and taking their stuff. That is why combat, character power (level advancement, class abilities, skills and feats, etc), exploration rules and magic items form the root and bulk of the rules systems for every game. You can tweak D&D to run about anything fantasy related, but the further you get away from core D&D gameplay, the worse off you are in rules support, as you are moving away from what the design centers around. Too far removed (like a game with no combat) and you need to shop for a different system. [/QUOTE]
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Campaign Types: Which are covered by the various editions?
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