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D&D Next Q&A: Character Roleplaying Traits, XP as Reward & Inspiration
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<blockquote data-quote="DEFCON 1" data-source="post: 6163562" data-attributes="member: 7006"><p>I said nothing of the sort. I neither implied that the rules are simple, naive, or unnaturalistic, nor did I imply that experienced players NEED to develop their own rules.</p><p></p><p>My point was a simple one.</p><p></p><p>For new players learning how to play D&D... having a set rule set and game mechanics to read and follow is EASIER than just being told "You can do X!" and then letting them sink or swim on their own trying to figure out what that means. Having concise rules and examples to follow will TEACH them not only how to play the game... but also get them up-to-speed faster. They will learn better and stronger roleplaying technique because they have rules and examples to show them how it's all supposed to work.</p><p></p><p>So telling new players that they should develop well-rounded characters for a better roleplay experience... but not actually show them what that means or how to do it... means these players have to just hope that what they come up with on their own "just works." <em>As opposed</em> to the game saying "To develop a well-rounded character, you might want to have positive aspects to your personality, negative aspects to your personality, connections to other characters, and connections to the plot. To get these... you can follow Rules X, Y, and Z, and here's the mechanics where you can use them while playing."</p><p></p><p>I am <em>stunned</em> that this is so incomprehensible.</p><p></p><p>It has NOTHING to do with what the rules are-- whether they are just meant for beginning players, or are actually advanced enough that they are applicable, useful and fun for experienced players too. <em>THAT DOESN'T MATTER</em>. My ONLY point was comparing "Having rules" to "Not having rules" in teaching inexperienced players how to play and get better at the game.</p><p></p><p>If either of you can't handle that fact that that's what having rules does, then I don't know what to tell you. Don't get bent all out of shape that the rules you think are so awesome also have the added benefit that they're damn useful in teaching players how to play.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6163562, member: 7006"] I said nothing of the sort. I neither implied that the rules are simple, naive, or unnaturalistic, nor did I imply that experienced players NEED to develop their own rules. My point was a simple one. For new players learning how to play D&D... having a set rule set and game mechanics to read and follow is EASIER than just being told "You can do X!" and then letting them sink or swim on their own trying to figure out what that means. Having concise rules and examples to follow will TEACH them not only how to play the game... but also get them up-to-speed faster. They will learn better and stronger roleplaying technique because they have rules and examples to show them how it's all supposed to work. So telling new players that they should develop well-rounded characters for a better roleplay experience... but not actually show them what that means or how to do it... means these players have to just hope that what they come up with on their own "just works." [I]As opposed[/I] to the game saying "To develop a well-rounded character, you might want to have positive aspects to your personality, negative aspects to your personality, connections to other characters, and connections to the plot. To get these... you can follow Rules X, Y, and Z, and here's the mechanics where you can use them while playing." I am [I]stunned[/I] that this is so incomprehensible. It has NOTHING to do with what the rules are-- whether they are just meant for beginning players, or are actually advanced enough that they are applicable, useful and fun for experienced players too. [I]THAT DOESN'T MATTER[/I]. My ONLY point was comparing "Having rules" to "Not having rules" in teaching inexperienced players how to play and get better at the game. If either of you can't handle that fact that that's what having rules does, then I don't know what to tell you. Don't get bent all out of shape that the rules you think are so awesome also have the added benefit that they're damn useful in teaching players how to play. [/QUOTE]
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