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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Bacon Bits" data-source="post: 8447907" data-attributes="member: 6777737"><p>That's not really what is meant by that statement.</p><p></p><p>"The rules define the fun," means that the rules contain all the assumptions about what the designers expect the players to do in order to achieve the objectives of the game. That's as true for a board game or a TCG as it is for and RPG. The question, "How do I play?" really does mean, "How do I have fun?"</p><p></p><p>If, for example, an RPG contained rules for scoring the structure, rhythm, and rhyme of a stanza of iambic pentameter, you should expect that writing poetry would be a way to have fun and rewarding experience playing the game. If you don't writing writing poetry, you wouldn't say that you play the game without the poetry. You'd just say <em>you don't like that game</em> because it involves too much poetry.</p><p></p><p>In general, D&D contains rules for: Creating a fantasy adventurer and fighting combat with weapons and spells. That's not just because the overwhelming proportion of every rule in the game is dedicated (often exclusively) to the combat subgame. It's also because combat very clearly represents the overwhelming proportion of development effort as well. It's very clear that the designer expectation and intention for 5e D&D is that you will use combat <em>a lot</em>. You will use combat to overcome challenges, and you will spend a lot of time during the game using combat. "The rules define the fun," means that <em>if the game is one that is to your liking</em> you should expect that combat is one of the most fun and rewarding aspects of the game as a whole. </p><p></p><p>If, on the other hand, you <em>don't</em> have a fun or rewarding experience using the rules of the game, then perhaps either you don't enjoy that game or the game is simply badly designed.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8447907, member: 6777737"] That's not really what is meant by that statement. "The rules define the fun," means that the rules contain all the assumptions about what the designers expect the players to do in order to achieve the objectives of the game. That's as true for a board game or a TCG as it is for and RPG. The question, "How do I play?" really does mean, "How do I have fun?" If, for example, an RPG contained rules for scoring the structure, rhythm, and rhyme of a stanza of iambic pentameter, you should expect that writing poetry would be a way to have fun and rewarding experience playing the game. If you don't writing writing poetry, you wouldn't say that you play the game without the poetry. You'd just say [I]you don't like that game[/I] because it involves too much poetry. In general, D&D contains rules for: Creating a fantasy adventurer and fighting combat with weapons and spells. That's not just because the overwhelming proportion of every rule in the game is dedicated (often exclusively) to the combat subgame. It's also because combat very clearly represents the overwhelming proportion of development effort as well. It's very clear that the designer expectation and intention for 5e D&D is that you will use combat [I]a lot[/I]. You will use combat to overcome challenges, and you will spend a lot of time during the game using combat. "The rules define the fun," means that [I]if the game is one that is to your liking[/I] you should expect that combat is one of the most fun and rewarding aspects of the game as a whole. If, on the other hand, you [I]don't[/I] have a fun or rewarding experience using the rules of the game, then perhaps either you don't enjoy that game or the game is simply badly designed. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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