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Has D&D become too...D&Dish?
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<blockquote data-quote="Hussar" data-source="post: 2920680" data-attributes="member: 22779"><p>Ok, I can appreciate that. We're coming from opposite ends of the spectrum and we're unlikely to find a happy medium. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> To me, the idea that there should be sacred fallacies that should never be talked about is silly. If something doesn't make sense, then it should be changed.</p><p></p><p>This was the same problem I had with Star Trek. Treknobabble can only take you so far before it becomes silly. Now, as a passive observer of a TV show, my tollerance for this sort of thing is perhaps higher. As an active participant in setting, however, if I can poke giant holes in the tapestry without any effort, then the tapestry is poorly made.</p><p></p><p>Perhaps that means that Ptolus and Eberron are better suited to me. I certainly never bought into Forgotten Realms or Greyhawk for precisely that reason. To me, fluff and crunch should walk hand in hand with neither subservient to the other. If I make fluff that blatantly violates the crunch, then either I should change the fluff or change the crunch. One or the other, I'm happy. However, if you grossly violate crunch with fluff and make no attempt to change either one, then, to me, the setting falls apart.</p><p></p><p>Picking on continual light for a second. The very first thing every group I ever played with did when they hit third level was get the cleric to cast as many continual lights as possible. Two or three per PC at a minimum. This was SOP in every group I played in. </p><p></p><p>Why not? If you don't want the players to do something, don't allow the rules that allow them to do it. If the rules allow for a particular action, then you must accept that the players will take that action. If you don't like it, change the rules. Don't appeal to players to deliberately handicap themselves.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2920680, member: 22779"] Ok, I can appreciate that. We're coming from opposite ends of the spectrum and we're unlikely to find a happy medium. :) To me, the idea that there should be sacred fallacies that should never be talked about is silly. If something doesn't make sense, then it should be changed. This was the same problem I had with Star Trek. Treknobabble can only take you so far before it becomes silly. Now, as a passive observer of a TV show, my tollerance for this sort of thing is perhaps higher. As an active participant in setting, however, if I can poke giant holes in the tapestry without any effort, then the tapestry is poorly made. Perhaps that means that Ptolus and Eberron are better suited to me. I certainly never bought into Forgotten Realms or Greyhawk for precisely that reason. To me, fluff and crunch should walk hand in hand with neither subservient to the other. If I make fluff that blatantly violates the crunch, then either I should change the fluff or change the crunch. One or the other, I'm happy. However, if you grossly violate crunch with fluff and make no attempt to change either one, then, to me, the setting falls apart. Picking on continual light for a second. The very first thing every group I ever played with did when they hit third level was get the cleric to cast as many continual lights as possible. Two or three per PC at a minimum. This was SOP in every group I played in. Why not? If you don't want the players to do something, don't allow the rules that allow them to do it. If the rules allow for a particular action, then you must accept that the players will take that action. If you don't like it, change the rules. Don't appeal to players to deliberately handicap themselves. [/QUOTE]
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Has D&D become too...D&Dish?
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