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"HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D
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<blockquote data-quote="M.L. Martin" data-source="post: 4819820" data-attributes="member: 4086"><p>Actually, those examples contain an interesting combination of how mechanics and theme can intersect in ways similar to the OP's post.</p><p></p><p> World of Darkness is focused around the character's dealing with life in a horrific world, so it contains means by which characters can quantify personal development and overrule mechanical impacts on their personality (Morality and Willpower).</p><p></p><p> Star Wars is a game of Epic Space Fantasy where the heroes are favored by the Force, so important characters can use Character, Force and/or Destiny points to help control the direction of the story and the outcome of specific actions.</p><p> </p><p> Call of Cthulhu is very thematically similar to some flavors of Swords & Sorcery--man is alone in a hostile universe--so it doesn't include much in the way of player control of the story. </p><p></p><p> Old-school D&D, if one plays with '3d6 straight down, let the dice fall where they may', and so forth, is a game of trying to survive in an uncaring universe. Dramatic or moral concerns don't enter into it. I must say, I was seriously disappointed when I found out 4E's Action Points were limited to 'take an extra turn,' rather than providing more outcome or narrative control.</p><p></p><p> I'd like to thank Ariosto and the old-school movement for reminding me that while I like a lot of D&D fluff, I'm not that big on the game itself. <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=":)" /></p></blockquote><p></p>
[QUOTE="M.L. Martin, post: 4819820, member: 4086"] Actually, those examples contain an interesting combination of how mechanics and theme can intersect in ways similar to the OP's post. World of Darkness is focused around the character's dealing with life in a horrific world, so it contains means by which characters can quantify personal development and overrule mechanical impacts on their personality (Morality and Willpower). Star Wars is a game of Epic Space Fantasy where the heroes are favored by the Force, so important characters can use Character, Force and/or Destiny points to help control the direction of the story and the outcome of specific actions. Call of Cthulhu is very thematically similar to some flavors of Swords & Sorcery--man is alone in a hostile universe--so it doesn't include much in the way of player control of the story. Old-school D&D, if one plays with '3d6 straight down, let the dice fall where they may', and so forth, is a game of trying to survive in an uncaring universe. Dramatic or moral concerns don't enter into it. I must say, I was seriously disappointed when I found out 4E's Action Points were limited to 'take an extra turn,' rather than providing more outcome or narrative control. I'd like to thank Ariosto and the old-school movement for reminding me that while I like a lot of D&D fluff, I'm not that big on the game itself. :) [/QUOTE]
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"HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D
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