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General Tabletop Discussion
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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="TerraDave" data-source="post: 8395631" data-attributes="member: 22260"><p>D&D has never been free-form roleplaying.</p><p></p><p>There is a long running tension on certain systems and if they are needed. 3E was the peak in terms of rules and systems (though I don't think that was its biggest problem).</p><p></p><p>There are a few areas where systems have persisted. One is to resolve conflict and maintain tension. Mostly involving combat, or magic that can have a large in game impact. Another is to give players explicit cool things there characters can do, or have. For some, these buttons and whistles are not needed, but a lot of players really like them. (I fall in between, but I know as a player, I also tend to like them). The third, which is usually a set of secondary systems, is to answer questions for the DM, like did they find the secret door, can they cross the rope bridge, is the monster in the lair, is it raining, etc. Some of these may not even be in the main rules, but in adventures or other supplements, and they may be optional. </p><p></p><p>These systems, including things like monster combat stats, will strongly influence play style and will work better for certain in game situations then others. (All versions of D&D have tension about the aspired play style and the actual play style). </p><p></p><p>And D&D, while a big tent game, really pushes certain play styles, mostly involving fantasy team combat and rewards of various kinds for that fantasy team combat. Plus some travel and investigation in between fantasy team combats. Usually by independent free lancers. There are RPGs that facilitate a more flexible play style. They have never been as popular, but they are there.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 8395631, member: 22260"] D&D has never been free-form roleplaying. There is a long running tension on certain systems and if they are needed. 3E was the peak in terms of rules and systems (though I don't think that was its biggest problem). There are a few areas where systems have persisted. One is to resolve conflict and maintain tension. Mostly involving combat, or magic that can have a large in game impact. Another is to give players explicit cool things there characters can do, or have. For some, these buttons and whistles are not needed, but a lot of players really like them. (I fall in between, but I know as a player, I also tend to like them). The third, which is usually a set of secondary systems, is to answer questions for the DM, like did they find the secret door, can they cross the rope bridge, is the monster in the lair, is it raining, etc. Some of these may not even be in the main rules, but in adventures or other supplements, and they may be optional. These systems, including things like monster combat stats, will strongly influence play style and will work better for certain in game situations then others. (All versions of D&D have tension about the aspired play style and the actual play style). And D&D, while a big tent game, really pushes certain play styles, mostly involving fantasy team combat and rewards of various kinds for that fantasy team combat. Plus some travel and investigation in between fantasy team combats. Usually by independent free lancers. There are RPGs that facilitate a more flexible play style. They have never been as popular, but they are there. [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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