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Heteroglossia and D&D: Why D&D Speaks in a Multiplicity of Playing Styles
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<blockquote data-quote="Thomas Shey" data-source="post: 8764927" data-attributes="member: 7026617"><p>To be clear, I'm only formally including the first two (and possibly the third) of these, since I'm addressing primarily the acceptability of D&D (theoretically 5e, but I try to step carefully here since unlike OD&D, D&D3e and D&D4e I'm not familiar enough with it to want to talk about it in depth) for multiple purposes including things <em>outside the traditional D&D style fantasy</em>. I'm making certain assumptions about ongoing structures (level elevating largely abstract hit points, armor class, classes, levelling, generally the way the spell system works) that run across most or all of the above (which is why I'm a little hesitant about including the OSR as I would not be surprised that there may be OSR games that have modified one or more of these outside the normal range of such things for D&D).</p><p></p><p></p><p></p><p>That's because you're applying my statements far beyond what I was. I was in no way including dissimilar traditional fantasy games, let alone non-fantasy trad games in my comments.</p><p></p><p></p><p></p><p></p><p>They still have some assumptions about how characters are structured, how combat generally works, and a number of other things that are radically different from any number of games, even trad games. On the simplest level, the degree of shock someone coming from virtually any incarnation of D&D to virtually any incarnation of RuneQuest is large, and RQ is for the most part very much a trad game. But it differs in radical ways mechanically and in some cases, almost as radical ones in assumptions about game focus usually (perhaps less in RQ3 or other non-Gloranthan fantasy BRP offshoots).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8764927, member: 7026617"] To be clear, I'm only formally including the first two (and possibly the third) of these, since I'm addressing primarily the acceptability of D&D (theoretically 5e, but I try to step carefully here since unlike OD&D, D&D3e and D&D4e I'm not familiar enough with it to want to talk about it in depth) for multiple purposes including things [I]outside the traditional D&D style fantasy[/I]. I'm making certain assumptions about ongoing structures (level elevating largely abstract hit points, armor class, classes, levelling, generally the way the spell system works) that run across most or all of the above (which is why I'm a little hesitant about including the OSR as I would not be surprised that there may be OSR games that have modified one or more of these outside the normal range of such things for D&D). That's because you're applying my statements far beyond what I was. I was in no way including dissimilar traditional fantasy games, let alone non-fantasy trad games in my comments. They still have some assumptions about how characters are structured, how combat generally works, and a number of other things that are radically different from any number of games, even trad games. On the simplest level, the degree of shock someone coming from virtually any incarnation of D&D to virtually any incarnation of RuneQuest is large, and RQ is for the most part very much a trad game. But it differs in radical ways mechanically and in some cases, almost as radical ones in assumptions about game focus usually (perhaps less in RQ3 or other non-Gloranthan fantasy BRP offshoots). [/QUOTE]
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