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Experts on other systems, why aren't they d&d?
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<blockquote data-quote="Ariosto" data-source="post: 4771573" data-attributes="member: 80487"><p>It's interesting that (perhaps especially with definitions that exclude the seminal Blackmoor and Greyhawk campaigns but include the latest game) there seems to be a trend in some quarters toward a very broad game-mechanical basis -- but a very narrow basis in elements of the imagined world.</p><p></p><p>That's rather upside down compared with the situation I saw in the 1970s. There were (and continue to be!) many releases covering basically the same mix of fantasy elements as those detailed in "baseline" D&D, but with novel mechanisms at their cores.</p><p></p><p>That novelty was what gave, for instance, <em>Tunnels & Trolls</em> a distinct identity and indeed a reason for existence. Ken St Andre liked the general idea of D&D, but his dissatisfaction was with more than just the cost of the boxed set. He saw ways to do things differently, and in his opinion better. It was a legal necessity on publication to use a title other than TSR's trademark -- but it was also common sense.</p><p></p><p></p><p><em>The Arduin Grimoire</em>, by contrast, was billed as a supplement to D&D until TSR objected. It assumed a basis in familiarity with the work of Arneson and Gygax.</p><p></p><p>That frame of reference remained a common definition despite Gary's touting of AD&D as a whole new game, as different from D&D as either was from rival offerings. YMMV, but I don't recall meeting anyone who really believed that (and the man himself changed his rhetoric on quite a few points in his role as seller of TSR product).</p><p></p><p>All the major TSR editions had that common grounding, to the extent that D&Ders commonly "mixed and matched" them. There's a vogue to exaggerate the differences and thereby to downplay changes in later products (the "It's the same, just better" line). The distinction between many different sets of house rules with a common basis on one hand, and a radical alteration of the "standard" rules on the other, gets intentionally obscured.</p><p></p><p>At the same time, there's been a growing emphasis on (in today's jargon) "fluff" as essential canon. What started as a game of wide-open imagination has been increasingly defined by constraints on its scope -- at least to the extent that one thing or another "must" be included (and often to the extent of excluding other things). It has been driven ever deeper into a rut that was remarked upon at least as early as 1976.</p><p></p><p>Then there are those whose practical definition is "the latest thing." The contents can change quite a lot, but as long as there's a <em>Dungeons & Dragons</em> logo on the cover the new package is a must-buy. (A: "They messed up eladrin!" B: "I love the new eladrin!" C: "What the heck is an eladrin?" ALL: "Never mind; that's what D&D is now.")</p><p></p><p>Someone at Wizards might echo Tim Kask's words from more than 30 years ago: "While this was great for us as a company, it was tough on the DM."</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4771573, member: 80487"] It's interesting that (perhaps especially with definitions that exclude the seminal Blackmoor and Greyhawk campaigns but include the latest game) there seems to be a trend in some quarters toward a very broad game-mechanical basis -- but a very narrow basis in elements of the imagined world. That's rather upside down compared with the situation I saw in the 1970s. There were (and continue to be!) many releases covering basically the same mix of fantasy elements as those detailed in "baseline" D&D, but with novel mechanisms at their cores. That novelty was what gave, for instance, [i]Tunnels & Trolls[/i] a distinct identity and indeed a reason for existence. Ken St Andre liked the general idea of D&D, but his dissatisfaction was with more than just the cost of the boxed set. He saw ways to do things differently, and in his opinion better. It was a legal necessity on publication to use a title other than TSR's trademark -- but it was also common sense. [i]The Arduin Grimoire[/i], by contrast, was billed as a supplement to D&D until TSR objected. It assumed a basis in familiarity with the work of Arneson and Gygax. That frame of reference remained a common definition despite Gary's touting of AD&D as a whole new game, as different from D&D as either was from rival offerings. YMMV, but I don't recall meeting anyone who really believed that (and the man himself changed his rhetoric on quite a few points in his role as seller of TSR product). All the major TSR editions had that common grounding, to the extent that D&Ders commonly "mixed and matched" them. There's a vogue to exaggerate the differences and thereby to downplay changes in later products (the "It's the same, just better" line). The distinction between many different sets of house rules with a common basis on one hand, and a radical alteration of the "standard" rules on the other, gets intentionally obscured. At the same time, there's been a growing emphasis on (in today's jargon) "fluff" as essential canon. What started as a game of wide-open imagination has been increasingly defined by constraints on its scope -- at least to the extent that one thing or another "must" be included (and often to the extent of excluding other things). It has been driven ever deeper into a rut that was remarked upon at least as early as 1976. Then there are those whose practical definition is "the latest thing." The contents can change quite a lot, but as long as there's a [i]Dungeons & Dragons[/i] logo on the cover the new package is a must-buy. (A: "They messed up eladrin!" B: "I love the new eladrin!" C: "What the heck is an eladrin?" ALL: "Never mind; that's what D&D is now.") Someone at Wizards might echo Tim Kask's words from more than 30 years ago: "While this was great for us as a company, it was tough on the DM." [/QUOTE]
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