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<blockquote data-quote="MGibster" data-source="post: 9714994" data-attributes="member: 4534"><p>I don't know about the lore, but I do think the mechanics of a game need to support the tone and genre the game is going for. If I'm running a swashbuckling Three Musketeers style campaign and the rules make it extremely difficult to swing from a chandelier, jump off your speeding horse onto the horses carrying a runaway wagon, or other such daring feats then that's a failure on the part of game designers so far as I'm concerned. If I'm playing a game where intrigue and interactions between players and NPCs are critically important, we better have some decent rules for social interactions or its failure in game design. </p><p></p><p></p><p>At its core, D&D is about kicking down doors, killing the bad guy, and taking their stuff. You can incorporate Rick & Morty, Acquisitions, Inc., and a myriad of other stuff without really affecting the core game play of D&D. </p><p></p><p></p><p>I really don't feel as though D&D is a generic fantasy game which I discovered this circa 1990-1991 when I tried to adapt Robert Jordan's Wheel of Time series into a D&D campaign. Just trying to fit the Howard's Conan the Barbarian into the D&D mold doesn't work very well as he's not really a straight up Barbarian according to the 1st edition class description. A game of Legend of the Five Rings run in the original Roll/Keep system is going to be very, very different from a campaign run using the d20 version of the game. You can certainly do a lot of different things with D&D, but unless you radically alter the rules, the magic is going to work the way it works no matter the setting. There's going to be a clear divide between divine and arcane magic that doesn't exist in every other setting. </p><p></p><p>Keep in mind I don't say this as a dig against D&D. Unless you're GURPS, I don't expect any game to be universal. D&D still continues to provide me a great set of rules for what I've come to expect from the D&D experience.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9714994, member: 4534"] I don't know about the lore, but I do think the mechanics of a game need to support the tone and genre the game is going for. If I'm running a swashbuckling Three Musketeers style campaign and the rules make it extremely difficult to swing from a chandelier, jump off your speeding horse onto the horses carrying a runaway wagon, or other such daring feats then that's a failure on the part of game designers so far as I'm concerned. If I'm playing a game where intrigue and interactions between players and NPCs are critically important, we better have some decent rules for social interactions or its failure in game design. At its core, D&D is about kicking down doors, killing the bad guy, and taking their stuff. You can incorporate Rick & Morty, Acquisitions, Inc., and a myriad of other stuff without really affecting the core game play of D&D. I really don't feel as though D&D is a generic fantasy game which I discovered this circa 1990-1991 when I tried to adapt Robert Jordan's Wheel of Time series into a D&D campaign. Just trying to fit the Howard's Conan the Barbarian into the D&D mold doesn't work very well as he's not really a straight up Barbarian according to the 1st edition class description. A game of Legend of the Five Rings run in the original Roll/Keep system is going to be very, very different from a campaign run using the d20 version of the game. You can certainly do a lot of different things with D&D, but unless you radically alter the rules, the magic is going to work the way it works no matter the setting. There's going to be a clear divide between divine and arcane magic that doesn't exist in every other setting. Keep in mind I don't say this as a dig against D&D. Unless you're GURPS, I don't expect any game to be universal. D&D still continues to provide me a great set of rules for what I've come to expect from the D&D experience. [/QUOTE]
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