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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="Campbell" data-source="post: 8786944" data-attributes="member: 16586"><p>[USER=7030755]@Malmuria[/USER]</p><p></p><p>The essential feature of games like Sorcerer, Apocalypse World, Monsterhearts, Cortex Heroic and Masks is that theme is something we discover and define through setup and active play. The diversity of play I have seen in Monsterhearts alone is staggering. All of these game lack a default setting or even much of an implied one. Much of how things work in the game's setting is defined by players and the GM. Far more than in D&D. Certainly far more than something like Vampire or Exalted.</p><p></p><p>Sure My Life With Master, Dogs in the Vineyard, Lady Blackbird and Urban Shadows are more thematically constrained.</p><p></p><p>So (in my sincere opinion) a lot of people's impressions of how this stuff fundamentally works is based on the novelty of using games for a very short amount of time and maybe only ever playing them once, usually at a convention. Such play experiences do not do a good job of highlighting the diversity of play. The novelty of it tends to shine through. Many people end up comparing more than a decade of diverse play to a 4 hour convention game or a 3 session short run game.</p><p></p><p>I do agree that many OSR games do a much better job of being general fantasy games.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8786944, member: 16586"] [USER=7030755]@Malmuria[/USER] The essential feature of games like Sorcerer, Apocalypse World, Monsterhearts, Cortex Heroic and Masks is that theme is something we discover and define through setup and active play. The diversity of play I have seen in Monsterhearts alone is staggering. All of these game lack a default setting or even much of an implied one. Much of how things work in the game's setting is defined by players and the GM. Far more than in D&D. Certainly far more than something like Vampire or Exalted. Sure My Life With Master, Dogs in the Vineyard, Lady Blackbird and Urban Shadows are more thematically constrained. So (in my sincere opinion) a lot of people's impressions of how this stuff fundamentally works is based on the novelty of using games for a very short amount of time and maybe only ever playing them once, usually at a convention. Such play experiences do not do a good job of highlighting the diversity of play. The novelty of it tends to shine through. Many people end up comparing more than a decade of diverse play to a 4 hour convention game or a 3 session short run game. I do agree that many OSR games do a much better job of being general fantasy games. [/QUOTE]
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Heteroglossia and D&D: Why D&D Speaks in a Multiplicity of Playing Styles
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