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Expanding the D&D brand?
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<blockquote data-quote="hanez" data-source="post: 5876245" data-attributes="member: 82160"><p>Completely disagree. Sure a huge burden is placed on the DM and players to make a great story. But a huge burden is also placed on the rules to encourage the group to work together to make that story, to stimulate imagination to be more then encounters strung together, to allow all heroes of all types to fit within the system. To make the game not random and chaotic, but also not boring and monotonous. </p><p></p><p>I see this, "if you had boring campaigns its never the fault of the rules" thing time and time again and I couldnt disagree more. </p><p></p><p>Read monte cookes arcana evolved where the fluff keeps hittin you in the face again and again, you cant help but be drawn into montes world. I expect the rules to do that to my players, because many of them come to the table not knowing what an elf really is, or what a cleric is and I need game material (mechanical and fluffy, and BOTH) to help them find out.</p><p></p><p>And if a ruleset specifically focuses on balanbce at the expense of differentiation in classes, if it focuses on combat at the expense of social aspects, if its corresponding official adventures relegate the stories to a seperate book and make the meat a bunch of encounters, if its powers/spells are just numbers with most of the words removed, then some playstyles (like mine) will be negatively effected. And it will be at least in part the fault of the rules.</p><p></p><p>I didnt just turn into a completely different DM when we switched back to AD&D. I didnt use completely different ideas or brainstorming methods for my adventures. My players are more drawn into the story in that system because there is more focus on fluff, less focus on balance and mechanics, more free form and less tactics. This may vary for other groups, indeed it will vary, but to say rules dont effect the story is silly in my view.</p><p></p><p></p><p>(edit - no idea how this post/line of discussion ended up in a threat about the D&D brand).</p></blockquote><p></p>
[QUOTE="hanez, post: 5876245, member: 82160"] Completely disagree. Sure a huge burden is placed on the DM and players to make a great story. But a huge burden is also placed on the rules to encourage the group to work together to make that story, to stimulate imagination to be more then encounters strung together, to allow all heroes of all types to fit within the system. To make the game not random and chaotic, but also not boring and monotonous. I see this, "if you had boring campaigns its never the fault of the rules" thing time and time again and I couldnt disagree more. Read monte cookes arcana evolved where the fluff keeps hittin you in the face again and again, you cant help but be drawn into montes world. I expect the rules to do that to my players, because many of them come to the table not knowing what an elf really is, or what a cleric is and I need game material (mechanical and fluffy, and BOTH) to help them find out. And if a ruleset specifically focuses on balanbce at the expense of differentiation in classes, if it focuses on combat at the expense of social aspects, if its corresponding official adventures relegate the stories to a seperate book and make the meat a bunch of encounters, if its powers/spells are just numbers with most of the words removed, then some playstyles (like mine) will be negatively effected. And it will be at least in part the fault of the rules. I didnt just turn into a completely different DM when we switched back to AD&D. I didnt use completely different ideas or brainstorming methods for my adventures. My players are more drawn into the story in that system because there is more focus on fluff, less focus on balance and mechanics, more free form and less tactics. This may vary for other groups, indeed it will vary, but to say rules dont effect the story is silly in my view. (edit - no idea how this post/line of discussion ended up in a threat about the D&D brand). [/QUOTE]
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