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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 5097527" data-attributes="member: 4720"><p>I'm going to go against the grain here partially.</p><p></p><p>It <strong>can</strong> be a benefit to be so flexible. Others have stated many of the reasons. It gives you real ownership of the game.</p><p></p><p>However, it can also be a significant negative. We have very little common experience of D&D. You can see that all over these forums in fundamental disagreements about how things work, how they are "supposed" to work, what constitutes "fun" within the game space and so on.</p><p></p><p>It's next to impossible to have an intelligent discussion about early editions of the game with a wide audience because we were all playing such vastly different games, especially if we didn't have access to cons.</p><p></p><p>Think about common experience. There's the good old watercooler effect. Everyone saw the same episode of Seinfeld and therefore share a largely identical experience of it. This gives a "watercooler" social bonding effect around the experience of watching Seinfeld. Or the recent <insert sports event here>. Or <insert reality show here>. Whatever floats the local next-day discussion boat.</p><p></p><p>D&D is something very different. Those who were in the same game as you have a very strong common experience that can lead to social bonding. Those who played a <em>similar</em> game to you have some of the same effect. You bump into each other on a messageboard or at a con and there's a simpatico thing going on: "This cat gets what D&D is."</p><p></p><p>Those who played an entirely different game with ostensibly the same rule set..... when these people meet (especially on the internet) 9 times out of 10 the result is the opposite of social bonding. There's all these accusations of <em>apostasy</em>. Godwin's Law comes into play. <em>badwrongfun</em> is declared. Mass hysteria.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 5097527, member: 4720"] I'm going to go against the grain here partially. It [B]can[/B] be a benefit to be so flexible. Others have stated many of the reasons. It gives you real ownership of the game. However, it can also be a significant negative. We have very little common experience of D&D. You can see that all over these forums in fundamental disagreements about how things work, how they are "supposed" to work, what constitutes "fun" within the game space and so on. It's next to impossible to have an intelligent discussion about early editions of the game with a wide audience because we were all playing such vastly different games, especially if we didn't have access to cons. Think about common experience. There's the good old watercooler effect. Everyone saw the same episode of Seinfeld and therefore share a largely identical experience of it. This gives a "watercooler" social bonding effect around the experience of watching Seinfeld. Or the recent <insert sports event here>. Or <insert reality show here>. Whatever floats the local next-day discussion boat. D&D is something very different. Those who were in the same game as you have a very strong common experience that can lead to social bonding. Those who played a [I]similar[/I] game to you have some of the same effect. You bump into each other on a messageboard or at a con and there's a simpatico thing going on: "This cat gets what D&D is." Those who played an entirely different game with ostensibly the same rule set..... when these people meet (especially on the internet) 9 times out of 10 the result is the opposite of social bonding. There's all these accusations of [I]apostasy[/I]. Godwin's Law comes into play. [I]badwrongfun[/I] is declared. Mass hysteria. [/QUOTE]
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