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Disdain for new fantasy
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<blockquote data-quote="breschau" data-source="post: 3730907" data-attributes="member: 52376"><p>The amount of role-playing involved in any game is entirely determined by those at the table during the game. The system has nothing to do with it. As far back as OD&D (back when Dwarf was a class) there was role-playing, yet, magically there were no rules (crunchy bits) covering how to role-play.</p><p></p><p>No matter the system you role-play as much as you choose to. </p><p></p><p>Don't hate the game, hate the player.</p><p></p><p>I've played since '84, when my older brother and his friend needed an extra man to fill out the party. I've loved it ever since. This is <em>fantasy</em> role-playing, not <em>Medieval European Chivalric</em> role-playing. Think bigger. I've played knights and kobolds for 20+ years. I love the system, I'm chomping at the bit to play something with more scope and inspiration. I'm ecstatic about the inclusion of anime influenced rules and settings into D&D. (I loved Dark Sun, Al-Qadim, and Planescape. Anything to expand the boundaries.) Tome of Battle was spectacular for me. That bit at the start about this not being your father's D&D, and the D&D presented therein as the most culture blind, that was priceless. I hope they include that bit of text at the start of every 4th Edition book ever printed.</p><p></p><p>"More than any other, this book represents "culture-blind" D&D: fantasy gaming in a world where silent ninjas and wandering kung-fu master live side by side with noble paladins and fearsome monsters. Tome of Battle isn't your parents' D&D--it's bigger, bolder, and even more fantastic than ever before."</p><p></p><p>Thank the gods. That bit's gold. Just like that and keep 'em coming.</p></blockquote><p></p>
[QUOTE="breschau, post: 3730907, member: 52376"] The amount of role-playing involved in any game is entirely determined by those at the table during the game. The system has nothing to do with it. As far back as OD&D (back when Dwarf was a class) there was role-playing, yet, magically there were no rules (crunchy bits) covering how to role-play. No matter the system you role-play as much as you choose to. Don't hate the game, hate the player. I've played since '84, when my older brother and his friend needed an extra man to fill out the party. I've loved it ever since. This is [i]fantasy[/i] role-playing, not [i]Medieval European Chivalric[/i] role-playing. Think bigger. I've played knights and kobolds for 20+ years. I love the system, I'm chomping at the bit to play something with more scope and inspiration. I'm ecstatic about the inclusion of anime influenced rules and settings into D&D. (I loved Dark Sun, Al-Qadim, and Planescape. Anything to expand the boundaries.) Tome of Battle was spectacular for me. That bit at the start about this not being your father's D&D, and the D&D presented therein as the most culture blind, that was priceless. I hope they include that bit of text at the start of every 4th Edition book ever printed. "More than any other, this book represents "culture-blind" D&D: fantasy gaming in a world where silent ninjas and wandering kung-fu master live side by side with noble paladins and fearsome monsters. Tome of Battle isn't your parents' D&D--it's bigger, bolder, and even more fantastic than ever before." Thank the gods. That bit's gold. Just like that and keep 'em coming. [/QUOTE]
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