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*Dungeons & Dragons
D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8396920" data-attributes="member: 7023840"><p>This is an unfortunate truism; if you aren't careful, we might have to name it Malmuria's law. As I wrote in the OP, you get the blame!</p><p></p><p>Ahem.</p><p></p><p>I think that there are some amazing discussions to be had when it comes to the newest, FKR games. The two topics that come to mind, and inspired the OP, were that these games go back to the roots of D&D (really, proto-D&D) with Arneson, and that the very recent movement is interesting in that it closely mirrors a completely different branch of modern indie games in many ways, while being distinct.</p><p></p><p>On the first, I personally find it fascinating only in that when people discuss the wargaming history of D&D, they only think about the <em>rigid</em> nature and tend to forget the <em>free</em> version from which D&D immediately sprang forth. The reason that the history is interesting is because, quite simply, that constant push and pull between rules codification and freedom for the arbiter is something we see replay over and over again within wargaming, RPGs, and a number of other areas. </p><p></p><p>To the second, it is always fascinating that you could have disparate design philosophies end up with outcomes as similar as, say, <em>Cthulhu Dark</em> (the lite pdf) and <em>Any Planet is Earth. </em></p><p></p><p>Unfortunately, those discussions cannot be had. To discuss something on this forum is to be seen as advocating for it, and for many people, it is an invitation to argue against "it" (whatever "it" might be).</p><p></p><p>Meh. Anyway, I think that this type of intellectual approach and stirring of the waters when it comes to TTRPGs is good and necessary; like others, it will eventually be superseded by the next thing, but that's how progress is made. Take what you want from this, and leave the rest behind.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8396920, member: 7023840"] This is an unfortunate truism; if you aren't careful, we might have to name it Malmuria's law. As I wrote in the OP, you get the blame! Ahem. I think that there are some amazing discussions to be had when it comes to the newest, FKR games. The two topics that come to mind, and inspired the OP, were that these games go back to the roots of D&D (really, proto-D&D) with Arneson, and that the very recent movement is interesting in that it closely mirrors a completely different branch of modern indie games in many ways, while being distinct. On the first, I personally find it fascinating only in that when people discuss the wargaming history of D&D, they only think about the [I]rigid[/I] nature and tend to forget the [I]free[/I] version from which D&D immediately sprang forth. The reason that the history is interesting is because, quite simply, that constant push and pull between rules codification and freedom for the arbiter is something we see replay over and over again within wargaming, RPGs, and a number of other areas. To the second, it is always fascinating that you could have disparate design philosophies end up with outcomes as similar as, say, [I]Cthulhu Dark[/I] (the lite pdf) and [I]Any Planet is Earth. [/I] Unfortunately, those discussions cannot be had. To discuss something on this forum is to be seen as advocating for it, and for many people, it is an invitation to argue against "it" (whatever "it" might be). Meh. Anyway, I think that this type of intellectual approach and stirring of the waters when it comes to TTRPGs is good and necessary; like others, it will eventually be superseded by the next thing, but that's how progress is made. Take what you want from this, and leave the rest behind. [/QUOTE]
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