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Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Lanefan" data-source="post: 9238336" data-attributes="member: 29398"><p>I think the OP might be trying to suggest that D&D should in fact be (or try to be) more like one of those trope-based styles; in other words, to pick a lane and stay in it rather than trying to take up the whole road. Why? Because the style - sneaky heist, eldritch horror, west marches troupe, marvel-like heroic, etc. - is (if properly designed for) going to go a long way toward determining a player's experiences while playing the game.</p><p></p><p>So in D&D's case, as it seems to intend Big Damn Heroes play, the suggestion would be to take that intention and lean hard into it while abandoning other styles to fend for themselves or fall by the wayside.</p><p></p><p>That there's some fairly recent history showing us that this is a very bad idea for D&D doesn't seem to be of any account. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It would be easier to state for something like a horror game, as in: "<em>Be prepared. Be afraid. The night is dark and full of terrors, and into it you will walk not knowing what awaits, nor who you will be when - or if - you emerge in the morning.</em>"* That gets the point across of what to expect from the game; the designers then just have to make sure the game at least vaguely lives up to that.</p><p></p><p> * - I made that up off the cuff, complete with GoT rip-off; a professional writer would do better I'm sure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9238336, member: 29398"] I think the OP might be trying to suggest that D&D should in fact be (or try to be) more like one of those trope-based styles; in other words, to pick a lane and stay in it rather than trying to take up the whole road. Why? Because the style - sneaky heist, eldritch horror, west marches troupe, marvel-like heroic, etc. - is (if properly designed for) going to go a long way toward determining a player's experiences while playing the game. So in D&D's case, as it seems to intend Big Damn Heroes play, the suggestion would be to take that intention and lean hard into it while abandoning other styles to fend for themselves or fall by the wayside. That there's some fairly recent history showing us that this is a very bad idea for D&D doesn't seem to be of any account. :) It would be easier to state for something like a horror game, as in: "[I]Be prepared. Be afraid. The night is dark and full of terrors, and into it you will walk not knowing what awaits, nor who you will be when - or if - you emerge in the morning.[/I]"* That gets the point across of what to expect from the game; the designers then just have to make sure the game at least vaguely lives up to that. * - I made that up off the cuff, complete with GoT rip-off; a professional writer would do better I'm sure. :) [/QUOTE]
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