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<blockquote data-quote="doctorbadwolf" data-source="post: 8276755" data-attributes="member: 6704184"><p>I shouldn’t have clicked the button to see ignored content. But I did, and I saw this BS, and I feel the need to correct it. The text you quoted does not mean what you say it means. </p><p> </p><p></p><p> </p><p> It is not reasonable to claim this means “it shouldn’t be okay to recommend other games”. </p><p> </p><p>You are twisting my words into something wildly different from what they say. I cannot even imagine ever reading those words and thinking they mean anything resembling what you claim. </p><p> </p><p>Hell, the quoted text <em>doesn’t even make a claim or argument. </em>It is literally the set up for the rest of the post. It’s the “here’s the situation I’m going to address”, and is then followed by arguments regarding that situation.</p><p> </p><p>You are claiming that “there is a lot of discussion about D&D being a narrow game, and how it’s a waste of time to do anything different with it, and how you should just use a completely different game if you want to introduce a genre element to D&D that isn’t in the core books” actually means “it shouldn’t be okay to recommend a game other than D&D, ever”. That is a patently absurd claim. The first statement cannot rationally be said to mean the second. </p><p></p><p></p><p>I haven’t commented on Burning Wheel, but this also just doesn’t represent any argument I’ve made in general. It seems like you’re bringing stuff from arguments you’ve had with other people into this discussion, and projecting it onto me. I don’t especially appreciate that. I am beholden to my own words, not other peoples’. </p><p> </p><p>5e is versatile rather than bespoke because it has more areas of the game that are not prescriptive. </p><p> </p><p>There is no mechanic wherein the next dungeon to delve is chosen. Delves are not distinct mechanical processes, but rather the game loosely has adventures which can be organized and approached in many different ways using a range of mechanics and rules. </p><p> </p><p>It is thus easier to <em>change aspects of the gameplay, </em>without having to change other parts of the game. You can change settings in most games. Some games enable <em>mechanical modification </em>more than others. </p><p> </p><p>And of course, the point of talking about this at all was initially simply to defend the validity of adding things to a D&D 5e game rather than changing systems when one wants to add a dynamic to ones D&D 5e game. </p><p></p><p></p><p>Yes, I’m actually aware of the Forged In The Dark extrapolation that is being used to make other games. So far as I know, most of them don’t change the mechanics much, and run fairly similarly. Not only that, most people agree that Blades in The Dark is a distinct game, and Forged in The Dark isn’t the same game, but rather a vehicle to create games that use the same design principles and mechanical processes as Blades, but create a different type of story. </p><p> </p><p>I have trouble believing you don’t see the difference. </p><p></p><p>The “setting” of D&D is only specific in terms of the default setting used to explain how to play. It is the world equivalent of using Iconics to explain character creation. </p><p> </p><p>My Islands World setting isn’t any less D&D than FR is, even though there is no Hells and no Heaven equivalent, people become spirits similar to land spirits, or reincarnate, or become part of greater spirits, when they die, the PCs aren’t nearly as exceptional as they are in, say, Eberron, only a small part of the world is European, and humans are extremely rare and not everyone believes they even exist, and a bunch of other setting assumptions are fundamentally different. </p><p> </p><p>Eberron can be played as a world without gods, canonically, and has no 9 Hells, and low level magic is common and treated scientifically. </p><p> </p><p>My friend’s world has no knowable deities, even the angels aren’t 100% sure, and has only 4 planes (material, ethereal, hell (all fiends are from here and it’s just hell not the Hells), and wherever angels come from), with other planes only existing as places within the material world. There are no aberrations of any kind in the world. </p><p> </p><p>Space Fantasy! Takes place in an Aether Space galaxy that is coming out of a dark age as wormhole space highways mysteriously reopen and slipstream engines allow small vessels to go great distances without the highways, and it’s basically space you can breath in, with D&D races and classes and spells and such, and Final Fantasy meets Star Wars meets Treasure Planet style. </p><p> </p><p>Ive played Dresden style modern fantasy noir in 5e. I’ve played post apocalyptic scavengers in 5e. </p><p></p><p>They’re all D&D settings.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8276755, member: 6704184"] I shouldn’t have clicked the button to see ignored content. But I did, and I saw this BS, and I feel the need to correct it. The text you quoted does not mean what you say it means. It is not reasonable to claim this means “it shouldn’t be okay to recommend other games”. You are twisting my words into something wildly different from what they say. I cannot even imagine ever reading those words and thinking they mean anything resembling what you claim. Hell, the quoted text [I]doesn’t even make a claim or argument. [/I]It is literally the set up for the rest of the post. It’s the “here’s the situation I’m going to address”, and is then followed by arguments regarding that situation. You are claiming that “there is a lot of discussion about D&D being a narrow game, and how it’s a waste of time to do anything different with it, and how you should just use a completely different game if you want to introduce a genre element to D&D that isn’t in the core books” actually means “it shouldn’t be okay to recommend a game other than D&D, ever”. That is a patently absurd claim. The first statement cannot rationally be said to mean the second. I haven’t commented on Burning Wheel, but this also just doesn’t represent any argument I’ve made in general. It seems like you’re bringing stuff from arguments you’ve had with other people into this discussion, and projecting it onto me. I don’t especially appreciate that. I am beholden to my own words, not other peoples’. 5e is versatile rather than bespoke because it has more areas of the game that are not prescriptive. There is no mechanic wherein the next dungeon to delve is chosen. Delves are not distinct mechanical processes, but rather the game loosely has adventures which can be organized and approached in many different ways using a range of mechanics and rules. It is thus easier to [I]change aspects of the gameplay, [/I]without having to change other parts of the game. You can change settings in most games. Some games enable [I]mechanical modification [/I]more than others. And of course, the point of talking about this at all was initially simply to defend the validity of adding things to a D&D 5e game rather than changing systems when one wants to add a dynamic to ones D&D 5e game. Yes, I’m actually aware of the Forged In The Dark extrapolation that is being used to make other games. So far as I know, most of them don’t change the mechanics much, and run fairly similarly. Not only that, most people agree that Blades in The Dark is a distinct game, and Forged in The Dark isn’t the same game, but rather a vehicle to create games that use the same design principles and mechanical processes as Blades, but create a different type of story. I have trouble believing you don’t see the difference. The “setting” of D&D is only specific in terms of the default setting used to explain how to play. It is the world equivalent of using Iconics to explain character creation. My Islands World setting isn’t any less D&D than FR is, even though there is no Hells and no Heaven equivalent, people become spirits similar to land spirits, or reincarnate, or become part of greater spirits, when they die, the PCs aren’t nearly as exceptional as they are in, say, Eberron, only a small part of the world is European, and humans are extremely rare and not everyone believes they even exist, and a bunch of other setting assumptions are fundamentally different. Eberron can be played as a world without gods, canonically, and has no 9 Hells, and low level magic is common and treated scientifically. My friend’s world has no knowable deities, even the angels aren’t 100% sure, and has only 4 planes (material, ethereal, hell (all fiends are from here and it’s just hell not the Hells), and wherever angels come from), with other planes only existing as places within the material world. There are no aberrations of any kind in the world. Space Fantasy! Takes place in an Aether Space galaxy that is coming out of a dark age as wormhole space highways mysteriously reopen and slipstream engines allow small vessels to go great distances without the highways, and it’s basically space you can breath in, with D&D races and classes and spells and such, and Final Fantasy meets Star Wars meets Treasure Planet style. Ive played Dresden style modern fantasy noir in 5e. I’ve played post apocalyptic scavengers in 5e. They’re all D&D settings. [/QUOTE]
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