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*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8269728" data-attributes="member: 6801252"><p>Hard to say, I think people just have very different thresholds for what they need to run different types of experiences. For some people, it doesn't fit DND if it doesn't have frequent combat, whereas other people just want the good combat rules when it does come up, and the skill system/freestyling is actually perfect for them to do all that stuff a bespoke system would mechanize. </p><p></p><p>For some people, lethality matters a lot to low magic because they need that realism aspect to match (kinda like, if you wanted to emulate the lethality of Song of Ice and Fire, and that was part and parcel of your vision of low magic), but for others it doesn't matter at all. </p><p></p><p>That's also at the root of the "Horror in DND" Conversation, a lot's been written about disempowerment being central to horror so systems where you're empowered wouldn't fly, but for other people, that doesn't really matter, the presence of dark, disturbing things, with sordid histories and creepy implications is plenty for it to qualify as horror. </p><p></p><p>War wouldn't be good to run if your idea of war means turning the movements of armies into game play, but if war is mainly being used as a setting and you're running combat encounters that happen to take place as a pitched battle or siege rages around you, discussing logistics and dramatic wartime questions with NPCs, and interacting with individuals affected by the war instead, it works just fine. </p><p></p><p>If your idea of drama and intrigue is to have mechanics simulate it, then it doesn't work great, but if all you want is a system to resolve uncertainty while you freestyle it... again, it could work great, especially since the noncombat rules can be pretty lightweight compared to a system that puts a lot of weight on a mechanical framework for that.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8269728, member: 6801252"] Hard to say, I think people just have very different thresholds for what they need to run different types of experiences. For some people, it doesn't fit DND if it doesn't have frequent combat, whereas other people just want the good combat rules when it does come up, and the skill system/freestyling is actually perfect for them to do all that stuff a bespoke system would mechanize. For some people, lethality matters a lot to low magic because they need that realism aspect to match (kinda like, if you wanted to emulate the lethality of Song of Ice and Fire, and that was part and parcel of your vision of low magic), but for others it doesn't matter at all. That's also at the root of the "Horror in DND" Conversation, a lot's been written about disempowerment being central to horror so systems where you're empowered wouldn't fly, but for other people, that doesn't really matter, the presence of dark, disturbing things, with sordid histories and creepy implications is plenty for it to qualify as horror. War wouldn't be good to run if your idea of war means turning the movements of armies into game play, but if war is mainly being used as a setting and you're running combat encounters that happen to take place as a pitched battle or siege rages around you, discussing logistics and dramatic wartime questions with NPCs, and interacting with individuals affected by the war instead, it works just fine. If your idea of drama and intrigue is to have mechanics simulate it, then it doesn't work great, but if all you want is a system to resolve uncertainty while you freestyle it... again, it could work great, especially since the noncombat rules can be pretty lightweight compared to a system that puts a lot of weight on a mechanical framework for that. [/QUOTE]
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