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D&D tries to be a little of everything, and that's its secret strength (and weakness)
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<blockquote data-quote="Shardstone" data-source="post: 9194586" data-attributes="member: 6807784"><p>And this gets to a deeper idea, IMO, which is that while rules can reinforce narrative/thematic ideas, they only do so if you're told so; otherwise, you can project whatever you want to any rule. </p><p></p><p>So when you're buying a specific game, you're buying the angle the designers have for the rules. Since you're really just buying the angle, that means you can change the angle for any ruleset to achieve something similar to what you want. </p><p></p><p>Playing games like Dungeon World, BRP, Mork Borg, Mythic Bastionland -- all of these games feel like "D&D," so long as I focus on the heroic adventure angle (or for OSR, the get rich or die trying angle). That's why I usually ignore it when people talk about "This doesn't feel like D&D" when they talk about rules, or when people say "D&D can't do that, play another game." Telling someone to play another game is just a cop out that people use to maintain the dogmatic truth of their projections onto the rule system. I've played 5E as a horror game, as an OSR game, as an action simulator, as a political drama game, as a historical Roman and Celt game, and more on. Yeah, it required some modifying of the rules, but the whole reason we play TTRPGs is so that, unlike in a video game, we aren't pigeonholed to just what the designers envisioned.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9194586, member: 6807784"] And this gets to a deeper idea, IMO, which is that while rules can reinforce narrative/thematic ideas, they only do so if you're told so; otherwise, you can project whatever you want to any rule. So when you're buying a specific game, you're buying the angle the designers have for the rules. Since you're really just buying the angle, that means you can change the angle for any ruleset to achieve something similar to what you want. Playing games like Dungeon World, BRP, Mork Borg, Mythic Bastionland -- all of these games feel like "D&D," so long as I focus on the heroic adventure angle (or for OSR, the get rich or die trying angle). That's why I usually ignore it when people talk about "This doesn't feel like D&D" when they talk about rules, or when people say "D&D can't do that, play another game." Telling someone to play another game is just a cop out that people use to maintain the dogmatic truth of their projections onto the rule system. I've played 5E as a horror game, as an OSR game, as an action simulator, as a political drama game, as a historical Roman and Celt game, and more on. Yeah, it required some modifying of the rules, but the whole reason we play TTRPGs is so that, unlike in a video game, we aren't pigeonholed to just what the designers envisioned. [/QUOTE]
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Community
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D&D tries to be a little of everything, and that's its secret strength (and weakness)
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