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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="payn" data-source="post: 9238850" data-attributes="member: 90374"><p>I see the disconnect now. RPG design has a lot in common with non-RPG design, but there are areas of nuance that separate them. I think its best to view RPGs in two categories (there can certainly be more). The first is a general application. D&D has firmly moved into this category as a general fantasy RPG. What that means is you get a base kit ruleset that is designed to be loose so it can accommodate multiple experiences. The second, is a bespoke application. This aim is for a specific experience, for example, the Bladerunner RPG that leans into the themes of the film. Bladerunner is not a kit for running whatever sci-fi/cyberpunk/noir experience you want. There are pros and cons to each approach.</p><p></p><p>How then does D&D deliver a less general game experience? I believe this is the realm of adventure design. Take a look at another general system Savage Worlds. There are ways to play dungeon crawlers, super heroes, cyberpunk, etc.. The base system is just for adjudicating results, but the adventure materials expand the rules into a specific experience. D&D, historically, has done this in a more subtle fashion with subjects like political intrigue, horror, scifi, etc..</p><p></p><p>This paradigm has helped me make sense of some comments folks have in regards to D&D. Often, their suggestions are attempts to make D&D a specific game ruleset, when I think they would have more luck asking for adventure packages that move the game in the desired direction. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9238850, member: 90374"] I see the disconnect now. RPG design has a lot in common with non-RPG design, but there are areas of nuance that separate them. I think its best to view RPGs in two categories (there can certainly be more). The first is a general application. D&D has firmly moved into this category as a general fantasy RPG. What that means is you get a base kit ruleset that is designed to be loose so it can accommodate multiple experiences. The second, is a bespoke application. This aim is for a specific experience, for example, the Bladerunner RPG that leans into the themes of the film. Bladerunner is not a kit for running whatever sci-fi/cyberpunk/noir experience you want. There are pros and cons to each approach. How then does D&D deliver a less general game experience? I believe this is the realm of adventure design. Take a look at another general system Savage Worlds. There are ways to play dungeon crawlers, super heroes, cyberpunk, etc.. The base system is just for adjudicating results, but the adventure materials expand the rules into a specific experience. D&D, historically, has done this in a more subtle fashion with subjects like political intrigue, horror, scifi, etc.. This paradigm has helped me make sense of some comments folks have in regards to D&D. Often, their suggestions are attempts to make D&D a specific game ruleset, when I think they would have more luck asking for adventure packages that move the game in the desired direction. YMMV. [/QUOTE]
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Does/Should D&D Have the Player's Game Experience as a goal?
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