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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="prabe" data-source="post: 8275961" data-attributes="member: 7016699"><p>I don't think you're a drooling moron.</p><p></p><p>What you have seemed to be saying was that if you offered people a game of D&D 5E, and then took the game off in a Cosmic Horror direction, so that combat wasn't an option or a path toward a solution, that you were throwing 80% of the game away, plausibly not really using D&D, and being kinda a dick. How does that change if "Cosmic Horror" is replaced with any other story-type that isn't compatible with being solved by fighting things?</p><p></p><p>Cosmic Horrors generally cannot be defeated permanently, but they can usually be ... delayed, somehow. A ritual can be interrupted, a rift can be sealed: something can be done (or else, there's not much of a point, is there?).</p><p></p><p>My own utter break with CoC came when we utterly botched something, and in-game the world didn't end. All the crap the PCs went through didn't matter, there was no point. My character suicided and I refused to make another.</p><p></p><p>Fair enough.</p><p></p><p>I think it's possible to have a Cosmic Horror type threat that cannot be defeated, in a scenario where PCs still get to fight things--and where fighting things might even enable them to solve the problem. It's tricky, but I think it's possible.</p><p></p><p>I think it's also possible for someone to look at such a scenario and not see it as Cosmic Horror. So, there's that.</p><p></p><p>D&D games tend to feel (or play) a certain way, yes: One of the better lines I've come across about it is to the effect of "The thing D&D is best at simulating is a game of D&D." I don't see as much conflict between that and allowing different types of stories to emerge as you seem to.</p></blockquote><p></p>
[QUOTE="prabe, post: 8275961, member: 7016699"] I don't think you're a drooling moron. What you have seemed to be saying was that if you offered people a game of D&D 5E, and then took the game off in a Cosmic Horror direction, so that combat wasn't an option or a path toward a solution, that you were throwing 80% of the game away, plausibly not really using D&D, and being kinda a dick. How does that change if "Cosmic Horror" is replaced with any other story-type that isn't compatible with being solved by fighting things? Cosmic Horrors generally cannot be defeated permanently, but they can usually be ... delayed, somehow. A ritual can be interrupted, a rift can be sealed: something can be done (or else, there's not much of a point, is there?). My own utter break with CoC came when we utterly botched something, and in-game the world didn't end. All the crap the PCs went through didn't matter, there was no point. My character suicided and I refused to make another. Fair enough. I think it's possible to have a Cosmic Horror type threat that cannot be defeated, in a scenario where PCs still get to fight things--and where fighting things might even enable them to solve the problem. It's tricky, but I think it's possible. I think it's also possible for someone to look at such a scenario and not see it as Cosmic Horror. So, there's that. D&D games tend to feel (or play) a certain way, yes: One of the better lines I've come across about it is to the effect of "The thing D&D is best at simulating is a game of D&D." I don't see as much conflict between that and allowing different types of stories to emerge as you seem to. [/QUOTE]
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