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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="Ariosto" data-source="post: 4822154" data-attributes="member: 80487"><p>D&D is really a genre unto itself. To go off in the direction of simulating <strong>any</strong> fiction is to depart from the game as conceived. There are both potential rewards and hazards in that.</p><p></p><p>It was not designed for a single epic quest like that in TLOTR, after which, as Rob Kuntz put it, "There was not a continuing story line possible, for the story line itself was in fact based around the destruction of the Ring and all those events which were spawned from it. As we would say at TSR 'END OF ADVENTURE'." Perhaps even more to the point, the D&D system could end such a story quite prematurely.</p><p></p><p>It was not designed for the convenience of lone wolves or dynamic duos, or for "the party" as a singular entity with members advancing in lockstep. It was not designed to give much chance of survival to <em>any</em> particular first-level figure. What else is one to make of a 58% chance of death from a single hit? At high levels, combat can feasibly be an objective in itself -- but it is by design not a very rewarding one.</p><p></p><p>It was not designed for a lot of things, and the mismatch between the designers' goals and some players' goals is a driving force not only in the arising of other games by other names but in the appearance of different games by the same name.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4822154, member: 80487"] D&D is really a genre unto itself. To go off in the direction of simulating [b]any[/b] fiction is to depart from the game as conceived. There are both potential rewards and hazards in that. It was not designed for a single epic quest like that in TLOTR, after which, as Rob Kuntz put it, "There was not a continuing story line possible, for the story line itself was in fact based around the destruction of the Ring and all those events which were spawned from it. As we would say at TSR 'END OF ADVENTURE'." Perhaps even more to the point, the D&D system could end such a story quite prematurely. It was not designed for the convenience of lone wolves or dynamic duos, or for "the party" as a singular entity with members advancing in lockstep. It was not designed to give much chance of survival to [i]any[/i] particular first-level figure. What else is one to make of a 58% chance of death from a single hit? At high levels, combat can feasibly be an objective in itself -- but it is by design not a very rewarding one. It was not designed for a lot of things, and the mismatch between the designers' goals and some players' goals is a driving force not only in the arising of other games by other names but in the appearance of different games by the same name. [/QUOTE]
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"HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D
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