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<blockquote data-quote="Ariosto" data-source="post: 4864666" data-attributes="member: 80487"><p>The concept of what "support" means in a D&D context has evolved.</p><p></p><p>It might conceivably be fair -- I lack familiarity with the game beyond having seen a movie spin-off -- to say that FF does not "support" a setting with only some of those elements rather than a melange. After all, what one can do is limited by what's been put into the program.</p><p></p><p>There has been a tendency to treat D&D similarly, rather than as an exemplary starting point for creating a game of one's own imagination (as originally intended). That said, its primary identity is with the "sword and sorcery" genre. The idea of making it a "plain vanilla" game along the lines of GURPS was not behind its conception, and I think has yet to gain much traction (although I have seen at least one "old-school" fan suggest that as an opportunity TSR missed).</p><p></p><p>My own D&D campaign of the 1980s included modern and futuristic elements as ordinary features, but I think that is unusual at least among folks who like to play diverse other RPGs as well. More commonly, characters might <em>visit</em> (or experience an irruption of) the Stone Age or the Space Age -- but a roughly ancient or medieval milieu, in which high technology is indistinguishable from magic, is predominantly "home" to player-characters. That seems to be one of the commonly recognized or expected characteristics of a "D&D" game. Boot Hill, Gangbusters, Top Secret, Gamma World and Star Frontiers likewise come with some assumptions as to what the norm and starting point shall be (even if dragons or wizards should occasionally appear).</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4864666, member: 80487"] The concept of what "support" means in a D&D context has evolved. It might conceivably be fair -- I lack familiarity with the game beyond having seen a movie spin-off -- to say that FF does not "support" a setting with only some of those elements rather than a melange. After all, what one can do is limited by what's been put into the program. There has been a tendency to treat D&D similarly, rather than as an exemplary starting point for creating a game of one's own imagination (as originally intended). That said, its primary identity is with the "sword and sorcery" genre. The idea of making it a "plain vanilla" game along the lines of GURPS was not behind its conception, and I think has yet to gain much traction (although I have seen at least one "old-school" fan suggest that as an opportunity TSR missed). My own D&D campaign of the 1980s included modern and futuristic elements as ordinary features, but I think that is unusual at least among folks who like to play diverse other RPGs as well. More commonly, characters might [i]visit[/i] (or experience an irruption of) the Stone Age or the Space Age -- but a roughly ancient or medieval milieu, in which high technology is indistinguishable from magic, is predominantly "home" to player-characters. That seems to be one of the commonly recognized or expected characteristics of a "D&D" game. Boot Hill, Gangbusters, Top Secret, Gamma World and Star Frontiers likewise come with some assumptions as to what the norm and starting point shall be (even if dragons or wizards should occasionally appear). [/QUOTE]
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