Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Defining "gamestyle" elements of D&D editions so far
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ExploderWizard" data-source="post: 6256938" data-attributes="member: 66434"><p>I think the overall shift is more about expectations of play due to game presentation than player entitlement although the former feeds into, and tends to create, the latter. </p><p></p><p>I think that D&D as always been "about" the PCs and very player focused from day one of OD&D. Unless large portions of the game are run that don't involve the PCs I don't see how it could be any other way. What has changed is the whole approach to D&D. I approach and enjoy playing D&D as a <em>game. </em>I play for the fun and to find out if I win or lose. Unlike other games, when you lose at D&D the game doesn't have to end. You can quickly generate a new PC and continue playing. Approaching D&D as a storytelling exercise is something that came later. In this approach, the <em>characters </em>are actually protagonists and the "game" is about telling their specific tale. Under this approach character death throws a wrench into the flow of the story and is avoided as much as possible. That take kind of ruins the <em>game </em>aspect of play that appeals to me. If I'm playing to see if we as a party, can win or lose and the whole process shifts to becoming merely all about <em>how </em>we win then I no longer see the point of the experience of playing a game. I can still see it as a fun experience of its own but it doesn't scratch the same itch as actual gameplay in much the same way that a boardgame doesn't fill the role of playing an rpg. </p><p></p><p>The largest shift in style from early D&D to later was the role of the actual player in the game. The earlier in the lifecycle of D&D you go, the more the capabilities of the player impacted gameplay. Using the plain old fighter as an example, in OD&D the mechanical difference between a 10 STR fighter and an 18 STR fighter largely amounted to the 18 STR fighter gaining a 10% bonus to earned XP. Thats it. Keeping the character alive was the player's job. The challenge of gameplay was for the <em>player </em>to enjoy. The concept of challenge to set of values on a sheet came later and I still don't see how that is possible to this day. A set value vs a difficulty will result in some probability of success which is then rolled. The luck of that roll determines success. The player does his/her best when building the character to make the probabilities of desired activities as favorable as possible. Thus most of the challenge for the player is over before play begins. <img src="http://www.enworld.org/forum/images/smilies/yawn.png" class="smilie" loading="lazy" alt=":yawn:" title="Yawn :yawn:" data-shortname=":yawn:" /></p><p></p><p>Preferences being what they are, everything hinges on what you are looking for from the experience.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6256938, member: 66434"] I think the overall shift is more about expectations of play due to game presentation than player entitlement although the former feeds into, and tends to create, the latter. I think that D&D as always been "about" the PCs and very player focused from day one of OD&D. Unless large portions of the game are run that don't involve the PCs I don't see how it could be any other way. What has changed is the whole approach to D&D. I approach and enjoy playing D&D as a [I]game. [/I]I play for the fun and to find out if I win or lose. Unlike other games, when you lose at D&D the game doesn't have to end. You can quickly generate a new PC and continue playing. Approaching D&D as a storytelling exercise is something that came later. In this approach, the [I]characters [/I]are actually protagonists and the "game" is about telling their specific tale. Under this approach character death throws a wrench into the flow of the story and is avoided as much as possible. That take kind of ruins the [I]game [/I]aspect of play that appeals to me. If I'm playing to see if we as a party, can win or lose and the whole process shifts to becoming merely all about [I]how [/I]we win then I no longer see the point of the experience of playing a game. I can still see it as a fun experience of its own but it doesn't scratch the same itch as actual gameplay in much the same way that a boardgame doesn't fill the role of playing an rpg. The largest shift in style from early D&D to later was the role of the actual player in the game. The earlier in the lifecycle of D&D you go, the more the capabilities of the player impacted gameplay. Using the plain old fighter as an example, in OD&D the mechanical difference between a 10 STR fighter and an 18 STR fighter largely amounted to the 18 STR fighter gaining a 10% bonus to earned XP. Thats it. Keeping the character alive was the player's job. The challenge of gameplay was for the [I]player [/I]to enjoy. The concept of challenge to set of values on a sheet came later and I still don't see how that is possible to this day. A set value vs a difficulty will result in some probability of success which is then rolled. The luck of that roll determines success. The player does his/her best when building the character to make the probabilities of desired activities as favorable as possible. Thus most of the challenge for the player is over before play begins. :yawn: Preferences being what they are, everything hinges on what you are looking for from the experience. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Defining "gamestyle" elements of D&D editions so far
Top