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Has anyone found themselves becoming a worse player?
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<blockquote data-quote="Digital M@" data-source="post: 2130207" data-attributes="member: 13987"><p>I think it is because D&D is much more tactical than it ever has been in the past. Every aspect of the game is tactical from creating your character, from bluffing all the way to combat. Strict rules have been created to give a bland but consistant system to run a role playing game. I think it is difficult not to look at the games as a rule set and as an interactive game. When RPing was a yong hobby, it was about the story and interaction of players and DM, even when it was dungeon crawling. Now there are rules to depict every aspect of the story and IMO, it has turned the game more into a tabletop war game than a role playing game.</p><p></p><p>As evidence, in the past the DM could be the only one to own the rules and anyone could play after just a few minutes of explaination, now it is very difficult to get new players involved without them having a strong knowledge of the basic rules. The game is not about the intentions of the player, but about the mechanics used to determine the intentions. It is great for rules lawyers who want everything spelled out, but it is not as good for the imagination.</p><p></p><p>I myself break the rules every single time I run a game and never think twice about it, but the game still has a very tactical feel to it.</p></blockquote><p></p>
[QUOTE="Digital M@, post: 2130207, member: 13987"] I think it is because D&D is much more tactical than it ever has been in the past. Every aspect of the game is tactical from creating your character, from bluffing all the way to combat. Strict rules have been created to give a bland but consistant system to run a role playing game. I think it is difficult not to look at the games as a rule set and as an interactive game. When RPing was a yong hobby, it was about the story and interaction of players and DM, even when it was dungeon crawling. Now there are rules to depict every aspect of the story and IMO, it has turned the game more into a tabletop war game than a role playing game. As evidence, in the past the DM could be the only one to own the rules and anyone could play after just a few minutes of explaination, now it is very difficult to get new players involved without them having a strong knowledge of the basic rules. The game is not about the intentions of the player, but about the mechanics used to determine the intentions. It is great for rules lawyers who want everything spelled out, but it is not as good for the imagination. I myself break the rules every single time I run a game and never think twice about it, but the game still has a very tactical feel to it. [/QUOTE]
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