Drifter Bob said:
I personally feel that a lot of the people who voted "I like it as it is", were seeing the poll in terms of a vindication of DnD as such, in precisely the defensive mode I described above. The fact that many people who voted for "as is" rules described using house rules themselves reminds me of Gary Gygax using his own house rules while insisting that anyone else who did "wasn't playing dnd".
Maybe. There's a lot of other interpretations of that as well, and your data doesn't support causality of the results you have. A lot of folks here, for instance, have specifically stated that the rules don't drive maturity into the game, and so don't want rules changed to be "more mature", whatever that may mean exactly.
Also, the publishing climate, specifically the d20 and OGL movement, eliminates the need for massive changes to the rules in order to get the the flavor any particular group may want. I voted that I like D&D as is, but it's not true that I actually play D&D as is; I've removed whole modular sections and replaced them with other systems or rules that I've pirated from d20 publishers or
Unearthed Arcana. I've got a different magic system, almost completely different sets of classes and races, lots of miscellaneous rules that change some basic ways things work, etc.
But I don't have the conceit that my game is "more mature" than anyone elses. It just matches my tastes better. Or rather, I think my game is mature, but not because of the rules.
DB said:
With all due respect, the implication people in the reformist camp like Oourph and I need to rely on the rules as some sort of crutch strikes me as more defensive counterattacking. That is certainly not my point - I don't need the rules to make my games easier. Like most long-established DM's I use my own house rules and I think Ourph said he did as well. Either way, the issue is more how the overall culture of the game is being effected, in terms of people one meets to play with, and how this all effects the various books and suppliments which are for sale. As the author of one of those, I have a vested interest in this issue.
I think that's too nebulous a concept to really discuss authoritatively, for one thing. I also think that the "D&D culture" is more influenced by external factors than internal ones. In other words, the prevalence of CRPGs and the cross-pollination of folks who play those, who play mini wargames, who play CCGs, etc. are driving the changes in culture moreso than the rules themselves.
A great example is the White Wolf push about ten or so years ago. When Vampire and all the other Monster: the Gerund books first came out, they "encouraged" a much more roleplaying focused, narrative style game, but it wasn't because of the rules. It was because of the flavor, the fluff, and the new converts to RPing that they courted with their imagery and pretentiousness.
WW was good for the hobby, but looking back at those games now, I'm surprised how rules light they
aren't and how the rules actually do nothing to really encourage the "Storytelling" paradigm any more than D&D rules did.
In fact, even though the 2e AD&D rules remained more or less as they were, 2e is also famous as following the same trend with the "story-driven" modules and other products, like non-dungeoncrawl friendly settings.
DB said:
Third, a lot of people have said that they want a game they don't have to feel embarassed about. The fact that DnD IS intentionaly targeted toward a very young market, in spite of the fact that many players are much older (this poll seems to indicate that!) is itself an aberration. This is reflected in both the flavor (and the art) and the rules mechanics themselves.
Embarrased in front of whom? Their artsy-fartsy FUDGE player friends or something?
DB said:
Dealing with specifics, the Bluff issue is a good example. I'm ambivalent about these discussoin skills. On the one hand, I'm glad they introduced Bluff, Intimidate, Diplomacy and Sense Motive into the game, it was needed. On the other hand, as implemented, I think it detracts from role playing and encourages a kind of computer game dynamic. The bluff check is just a die roll. What the player actually says does not affect it. In my campaigns it's different. I'll assign a +4 to -4 to any persuasion attempt any player makes, based on what they said, or the manner they said it in. (Even a fairly brusque character can grunt convincingly)
The opposite is no better; "just RP it" means the real-life charismatic types always end up being the charismatic characters regardless of what their character sheet says. To me, its important to not only RP the personal interaction, but also require a roll. It adds more tension to the moment, as well as making sure that the characters actually behave somewhat as their stats and such show them to be.
T
DB said:
hat is the ultimate problem. The rules have grown largely in reaction to rules lawyers nerfing loopholes. It has been a kind of crisis management. Therefore, the general trend of rule creep has grown largely to accomodate or deal with the rules lawyer, munchkin type players.
I've never heard that. I think Monte Cook has specifically said that the rules grew in response to getting new gamers into the fold, though, and giving more guidance to new DMs on how to handle more situations. But experience and maturity are not the same thing.
DB said:
Ultimately, I think a scaled system makes sense, with basic on one end and complex at the other, and on the complex end, the more mature, role playing style should be considered as much as the roll playing munchkin style.
I think your biggest fallacy throughout this thread is that there is some relationship between game complexity and gamer maturity.