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General Tabletop Discussion
*Pathfinder & Starfinder
Doing it wrong Part 1: Taking the dragon out of the dungeon
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<blockquote data-quote="Meatboy" data-source="post: 6061956" data-attributes="member: 40857"><p>That is a good place to show the "break". I had not considered 3/4e edition focus on the "character" while I put this together that adds yet another angle that one can come to. Though I think you might be able to consider that "story" oriented, at least in so far as story is something that can be directed by the players. </p><p></p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) who feel that dnd is no longer dnd.</p><p></p><p>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.</p><p></p><p></p><p>Pretty much. Far more succient than what I said. Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Meatboy, post: 6061956, member: 40857"] That is a good place to show the "break". I had not considered 3/4e edition focus on the "character" while I put this together that adds yet another angle that one can come to. Though I think you might be able to consider that "story" oriented, at least in so far as story is something that can be directed by the players. 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. Pretty much. Far more succient than what I said. Thanks :D [/QUOTE]
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Doing it wrong Part 1: Taking the dragon out of the dungeon
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