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DnD: What is it to you?
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<blockquote data-quote="Ariosto" data-source="post: 5219972" data-attributes="member: 80487"><p>D&D to me is endless, and endlessly fascinating, underworlds, variously mysterious and evocative, amusing and frustrating, beguiling and terrifying; settings that draw upon the traditions of the heroic-fantasy genre, which beats up other genres and takes (and uses) their stuff; rules that come in when needed and otherwise stay out of the way; and characters who are what they do, adventurers whose biographies are written in play, with blood and iron, gold and magic.</p><p></p><p>Old D&D is all that with combats that in fast action -- rather than the detailed resolution of newer versions -- add drama to the sweep of events. It has (through a number of editions) common systems of resource management (of, e.g., hit points and spells and time) and saving throws versus such instantaneous dangers as poison and petrification. It has a game-object structure, manifested in treasure, that goes along with a long-term scope of social climbing to positions not only of new powers but of new responsibilities. All along, relationships with NPCs are critical and depend not only on the charisma rating but on conduct.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5219972, member: 80487"] D&D to me is endless, and endlessly fascinating, underworlds, variously mysterious and evocative, amusing and frustrating, beguiling and terrifying; settings that draw upon the traditions of the heroic-fantasy genre, which beats up other genres and takes (and uses) their stuff; rules that come in when needed and otherwise stay out of the way; and characters who are what they do, adventurers whose biographies are written in play, with blood and iron, gold and magic. Old D&D is all that with combats that in fast action -- rather than the detailed resolution of newer versions -- add drama to the sweep of events. It has (through a number of editions) common systems of resource management (of, e.g., hit points and spells and time) and saving throws versus such instantaneous dangers as poison and petrification. It has a game-object structure, manifested in treasure, that goes along with a long-term scope of social climbing to positions not only of new powers but of new responsibilities. All along, relationships with NPCs are critical and depend not only on the charisma rating but on conduct. [/QUOTE]
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