I hope the sequel will be better.
Very enlightening. Thanks for adding to the conversation

I hope the sequel will be better.
Sure. But sometimes there are no overarching themes or links, no plot, yet the game still includes tons of not-combat stuff.
For example, maybe the party chooses to go to a new area and talk to the locals. Maybe they spend 3 sessions in a high society party that they weasel an invitation to, only to board a ship and sail to a faraway land the next session. Maybe none of this is planned by the dm. No "story" is planned, it emerges from the actions of the pcs. There's no pre-planned plot- the dm didn't have a single bit of this planned or anticipated, he's winging it.
It sounds like some folks here ("remove the story and D&D becomes nothing more than Diablo") would claim that this isn't D&D, but to me, this is exactly what D&D is about. It's not everything D&D is about- there's combat, looting, etc- but the combat and looting are no more essential to D&D than the high society ball. D&D is what you make it; the story of the game, for me, is what you tell after it's all over, not what the dm tells his girlfriend in advance because that's how it's going to go, regardless of player agency. (Not to say that is the position of anyone in particular, but we've all seen or played in those games.)
Actually no. I don't have any issues with anything here. I was just trying to pin down a kind of disconnect in game design vs play style that I think has led to a lot of strife in the player base over the years. Early on dnd was pretty much designed for dungeon only experience, even if thats not how people played it. Today the game has never been more capable of supporting different play styles, especially more "character" or "story" oriented games. BUT now there is a group (though I suspect grognards are nothing new) who feel that dnd is no longer dnd.
As for "dragons" I was actually using them to describe any kind of challange or obstacle that needs to be overcome. By taking them out of the dungeon the game has become far more complex as the amount of variables are far more controlable when you are working inside a finite environment like a dungeon. Having to account for these variables has led to a much more robust rule system.
Now I'm looking forward to it.Very enlightening. Thanks for adding to the conversationactually part two concerns itself with the idea that the search for "balance" in the game, especially between classes, is having a detrimental effect on the hobby.
To many of us, "telling the story" is what you do after the game is over, in describing how the game turned out. The setup, the actual play of the game- those aren't "telling a story" to me. Those are "playing a game."
To many of us, "telling the story" is what you do after the game is over, in describing how the game turned out. The setup, the actual play of the game- those aren't "telling a story" to me. Those are "playing a game."
Nope; when I see someone shouting "NO STORY" all I see is silly and unnecessary D&D tribalism.Uh, no. Not only no, but that is a pretty insulting statement to those of us that have a strong-with-the-roleplay-but-NO-STORY style of game.
Bingo. I'm beginning to think that people here are conflating "story" with "everything but combat".
Well, Gygax might have felt he did a big disservice to simulationism when he introduced hit points, but that only shows his position on the simulationism scale (between pole arms and hit points). Both of these are astronomically high simulationism values if you compare to the Maid RPG's take on combat. In maid, all combat equipment is strictly Fluff, a giant robot has the same combat value as a broom (that is, none), and the difference between an attack and a feint is what attribute you roll against.
I'm not sure whose position you are opposing yourself to, but your account of story in RPGs seems a bit limited to me.For example, maybe the party chooses to go to a new area and talk to the locals. Maybe they spend 3 sessions in a high society party that they weasel an invitation to, only to board a ship and sail to a faraway land the next session. Maybe none of this is planned by the dm. No "story" is planned, it emerges from the actions of the pcs. There's no pre-planned plot- the dm didn't have a single bit of this planned or anticipated, he's winging it.
It sounds like some folks here ("remove the story and D&D becomes nothing more than Diablo") would claim that this isn't D&D, but to me, this is exactly what D&D is about.
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D&D is what you make it; the story of the game, for me, is what you tell after it's all over, not what the dm tells his girlfriend in advance because that's how it's going to go, regardless of player agency.
My own view on this is that narrativist play is not all that popular among many RPGers.BUT, why did 3E (and 4E and Next for that matter) go "back to the dungeon" after all the push for more story oriented play in the 80s and 90s? Why are old dungeon crawls still rated as the most popular adventures?
The reason is that it is a style of play that works.
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D&D mixes gambling & puzzles with popular fantasy motifs and you get to play archetypes while doing it. Whats not too love!
But some story is ok to.