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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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<blockquote data-quote="OB1" data-source="post: 9665791" data-attributes="member: 6796241"><p>I think that D&D is created with the purpose in mind to be a fantasy story generator and that the combination of lore and rules refinement over the last 50 years has made it very good at doing exactly that. It's designed to enhance the storytelling abilities of those playing it. The better those natural abilities going into the game, the better the final product coming out. I think that's the real secret of the play testing they do. The metric is, does this rule lead to people having better stories to tell about their game session. Does it make for a more exciting session. A more memorable session. </p><p></p><p>And the game seems to have the right balance of structure and freedom. The structure (lore and rules) provides both the bones of conflict as well as inspiration for action. And it's all been tested and refined over decades, much in the same way comic book characters are before they make it to the big screen. Part of comic book movie success is the fans going to see it, but part of it is the characters and lore have already stood the test of time and gone through countless iteration before hitting the big screen so that the writers and directors know what kind of story works best with the character. But along the way, how many characters were let to disappear because they didn't resonate? The same is true with the rules and lore of D&D. But it takes constant work. Constant creative effort to reap those gains. If you sit on your hands, your whole product slides away into obscurity. But the amount of freedom the rules give you, like [USER=11760]@Whizbang Dustyboots[/USER] noted about BLeeM's observation with D&D is equally important and once again arrived at through years of steady refinement by the game system and the players.</p><p></p><p>So yes, D&D has a huge advantage because they've worked for 50 years to create it. CR has been around for 10, and if they play their cards right, could start building up their own set of lore and rules to create a system that will enhance other's abilities to tell stories in the same way.</p></blockquote><p></p>
[QUOTE="OB1, post: 9665791, member: 6796241"] I think that D&D is created with the purpose in mind to be a fantasy story generator and that the combination of lore and rules refinement over the last 50 years has made it very good at doing exactly that. It's designed to enhance the storytelling abilities of those playing it. The better those natural abilities going into the game, the better the final product coming out. I think that's the real secret of the play testing they do. The metric is, does this rule lead to people having better stories to tell about their game session. Does it make for a more exciting session. A more memorable session. And the game seems to have the right balance of structure and freedom. The structure (lore and rules) provides both the bones of conflict as well as inspiration for action. And it's all been tested and refined over decades, much in the same way comic book characters are before they make it to the big screen. Part of comic book movie success is the fans going to see it, but part of it is the characters and lore have already stood the test of time and gone through countless iteration before hitting the big screen so that the writers and directors know what kind of story works best with the character. But along the way, how many characters were let to disappear because they didn't resonate? The same is true with the rules and lore of D&D. But it takes constant work. Constant creative effort to reap those gains. If you sit on your hands, your whole product slides away into obscurity. But the amount of freedom the rules give you, like [USER=11760]@Whizbang Dustyboots[/USER] noted about BLeeM's observation with D&D is equally important and once again arrived at through years of steady refinement by the game system and the players. So yes, D&D has a huge advantage because they've worked for 50 years to create it. CR has been around for 10, and if they play their cards right, could start building up their own set of lore and rules to create a system that will enhance other's abilities to tell stories in the same way. [/QUOTE]
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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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