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D&D Obsessions or Minimizing Exposure and Pixel Bitching
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<blockquote data-quote="Tony Vargas" data-source="post: 6736824" data-attributes="member: 996"><p>Nothing too surprising, there. Classic D&D had a lot of 'gotchyas' in deceptive monsters, cursed items, and ubiquitous/arbitrary traps, and that style which enshrines coping with such things has never completely gone away, even as the published systems have moved away from those specific features. You either internalized that attitude, explored other modes of play (not always in other systems), or exited the hobby when you couldn't take it anymore (quite possibly in the middle of your first time trying D&D). </p><p></p><p> I think it mostly just repelled players who can't handle working within that framework, kept them out of the hobby or set them looking for other games (even though there's no one clear alternative, leading to the hobby being so 'niche' outside of D&D). And in the sense of the system, itself, mostly earlier in D&D's history. Some of the old guard who have stuck with the game all this time may tend to perpetuate it, even as it's gone from necessity to play that way, to merely one of several styles the game readily lends itself to.</p><p></p><p>TTRPGs are to an extent, an escapist hobby. Don't get enough risk/thrill in IRL, reckless play may have an appeal. Feel a lack of control IRL (not unusual, in spite of the modern world being nominally relatively 'safe'), you may want to exercise a lot of control and foresight in your gaming. </p><p></p><p>So what you do when you game can be neatly silo'd off from RL attitudes.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6736824, member: 996"] Nothing too surprising, there. Classic D&D had a lot of 'gotchyas' in deceptive monsters, cursed items, and ubiquitous/arbitrary traps, and that style which enshrines coping with such things has never completely gone away, even as the published systems have moved away from those specific features. You either internalized that attitude, explored other modes of play (not always in other systems), or exited the hobby when you couldn't take it anymore (quite possibly in the middle of your first time trying D&D). I think it mostly just repelled players who can't handle working within that framework, kept them out of the hobby or set them looking for other games (even though there's no one clear alternative, leading to the hobby being so 'niche' outside of D&D). And in the sense of the system, itself, mostly earlier in D&D's history. Some of the old guard who have stuck with the game all this time may tend to perpetuate it, even as it's gone from necessity to play that way, to merely one of several styles the game readily lends itself to. TTRPGs are to an extent, an escapist hobby. Don't get enough risk/thrill in IRL, reckless play may have an appeal. Feel a lack of control IRL (not unusual, in spite of the modern world being nominally relatively 'safe'), you may want to exercise a lot of control and foresight in your gaming. So what you do when you game can be neatly silo'd off from RL attitudes. [/QUOTE]
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