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Defining its own Mythology
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<blockquote data-quote="Simon Marks" data-source="post: 3911982" data-attributes="member: 56243"><p>RC, may I take <em>this line</em> as the core of your complaint about the proposed D&D 4e?</p><p></p><p>Because I can simply reverse the line to;</p><p></p><p>"D&D at it's <strong>worst</strong> is a toolbox of archetypes and options"</p><p></p><p>and state my feelings about D&D.</p><p></p><p>I don't want a generic D&D, I want D&D as it's own game.</p><p></p><p>I've got Hero for Generic (the only Generic system I've liked). I want D&D to be D&D.</p><p></p><p>Let's take Al-Qadim as an example. I'm on record for stating that I've played AD&D about 3 times. That doesn't include abortive games that lasted a session - including playing Al-Qadim.</p><p></p><p>Here's the thing. Although it was a great setting, the mechanics where... well, they didn't fit. </p><p></p><p>For me, I don't agree that D&D was a good generic fantasy system. I think it's had specific assumptions built right into the system - always has. And these explicit assumptions render it less good at certain things than others.</p><p>Like playing pirates. Or Mythic Europe of the Order of Hermes. Or investigating dark cults. D&D is simply less good at dealing with these sort of games than other systems.</p><p>Diluting D&D to be able to deal with these type of games makes D&D harder to run at it's core system.</p><p></p><p>I can play these games with D&D, but it won't be as good as if I use Blue Rose, or Ars Magica or Call of Cthulhu.</p><p></p><p>I don't agree that 3e strength was it's flexibility - it was it's robustness and consistency. It's weakness was that it took too long to prep and design for.</p><p></p><p>If they sacrifice Flexibility for ease of Prep, that's fine by me. Because I don't come to D&D for flexibility. </p><p></p><p>If I want to run a game that doesn't play to D&D's strengths, I won't run D&D. I'll run something better suited to the game.</p><p></p><p>So, we have a basic difference of concept about what is good in D&D.</p></blockquote><p></p>
[QUOTE="Simon Marks, post: 3911982, member: 56243"] RC, may I take [i]this line[/i] as the core of your complaint about the proposed D&D 4e? Because I can simply reverse the line to; "D&D at it's [b]worst[/b] is a toolbox of archetypes and options" and state my feelings about D&D. I don't want a generic D&D, I want D&D as it's own game. I've got Hero for Generic (the only Generic system I've liked). I want D&D to be D&D. Let's take Al-Qadim as an example. I'm on record for stating that I've played AD&D about 3 times. That doesn't include abortive games that lasted a session - including playing Al-Qadim. Here's the thing. Although it was a great setting, the mechanics where... well, they didn't fit. For me, I don't agree that D&D was a good generic fantasy system. I think it's had specific assumptions built right into the system - always has. And these explicit assumptions render it less good at certain things than others. Like playing pirates. Or Mythic Europe of the Order of Hermes. Or investigating dark cults. D&D is simply less good at dealing with these sort of games than other systems. Diluting D&D to be able to deal with these type of games makes D&D harder to run at it's core system. I can play these games with D&D, but it won't be as good as if I use Blue Rose, or Ars Magica or Call of Cthulhu. I don't agree that 3e strength was it's flexibility - it was it's robustness and consistency. It's weakness was that it took too long to prep and design for. If they sacrifice Flexibility for ease of Prep, that's fine by me. Because I don't come to D&D for flexibility. If I want to run a game that doesn't play to D&D's strengths, I won't run D&D. I'll run something better suited to the game. So, we have a basic difference of concept about what is good in D&D. [/QUOTE]
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