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Has D&D become too...D&Dish?
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<blockquote data-quote="JohnSnow" data-source="post: 2903009" data-attributes="member: 32164"><p>As the mentioned OP, reading what you have to say, I'm not really sure I disagree with you. I'll be more specific as I comment on the rest of your post...</p><p></p><p></p><p></p><p>The problem is that technically speaking, Grim Tales, IH, etc. are not D&D. They're subgenres of "D20 Fantasy" or even "OGL Fantasy." They share basic mechanics of D&D, but diverge enough from the basic game that they can't even CALL themselves D&D. Yes, they meet a need in the market. But my contention is that the "Core Rules" have been tailored to a particular subgenre. Obviously, if it's the dominant subgenre, that's the reality of the marketplace, but I'm not sure if it's in the best long-term interest of the game for it not to cater terribly well to "generic fantasy" as a genre.</p><p></p><p></p><p></p><p>True. Very true. The particular genre (high-magic, lots of magic items) has been written into the core rules in the name of game balance. And D&D (that is, Core Rules D&D) doesn't provide any guidelines to those interested in a different genre (or style, to use my original word) of fantasy game.</p><p></p><p>I realize it's possible to do things differently, but what's that saying? "When your only tool is a hammer, everything starts to look like a nail."</p><p></p><p></p><p></p><p>And the question I was trying to raise for discussion was basically the following: should Core Rules D&D continue to specifically and by default support the genre of gaming it currently does, or should it be presented in a more adaptable way wherein changing from that genre to a different one is more feasible, without the need for a "variant player's handbook."</p><p></p><p>I don't feel there's been any particular power creep, other than the in-game assumption about how long attaining a new level takes (not in terms of real world playtime, but in "In-game" time). I guess that's not even really "power creep" so much as it's just 'suspension of disbelief' jarring (for me, at least). For the record, Monte's comment about taking a month to level was made on his boards...</p><p></p><p>And, just to be clear, I don't mean to pick on Monte. His comments are just the ones that got me REALLY thinking about this subject, so he gets due credit for the inspiration.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2903009, member: 32164"] As the mentioned OP, reading what you have to say, I'm not really sure I disagree with you. I'll be more specific as I comment on the rest of your post... The problem is that technically speaking, Grim Tales, IH, etc. are not D&D. They're subgenres of "D20 Fantasy" or even "OGL Fantasy." They share basic mechanics of D&D, but diverge enough from the basic game that they can't even CALL themselves D&D. Yes, they meet a need in the market. But my contention is that the "Core Rules" have been tailored to a particular subgenre. Obviously, if it's the dominant subgenre, that's the reality of the marketplace, but I'm not sure if it's in the best long-term interest of the game for it not to cater terribly well to "generic fantasy" as a genre. True. Very true. The particular genre (high-magic, lots of magic items) has been written into the core rules in the name of game balance. And D&D (that is, Core Rules D&D) doesn't provide any guidelines to those interested in a different genre (or style, to use my original word) of fantasy game. I realize it's possible to do things differently, but what's that saying? "When your only tool is a hammer, everything starts to look like a nail." And the question I was trying to raise for discussion was basically the following: should Core Rules D&D continue to specifically and by default support the genre of gaming it currently does, or should it be presented in a more adaptable way wherein changing from that genre to a different one is more feasible, without the need for a "variant player's handbook." I don't feel there's been any particular power creep, other than the in-game assumption about how long attaining a new level takes (not in terms of real world playtime, but in "In-game" time). I guess that's not even really "power creep" so much as it's just 'suspension of disbelief' jarring (for me, at least). For the record, Monte's comment about taking a month to level was made on his boards... And, just to be clear, I don't mean to pick on Monte. His comments are just the ones that got me REALLY thinking about this subject, so he gets due credit for the inspiration.;) [/QUOTE]
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