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General Tabletop Discussion
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How freely can a setting mess with core D&D mechanics?
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<blockquote data-quote="Ath-kethin" data-source="post: 7857114" data-attributes="member: 6798775"><p>If there's one thing I've learned from similar discusions on Twitter, it's that many people have an extremely narrow view of what D&D can possibly be, and get really worked up when you suggest D&D can be anything else. Even when the core books specifically encourage tinkering, and there are a myriad of off-the-wall settings (such as Spelljammer, Masque of the Red Death, and Hollow World, among others) published in official books that clearly say "D&D" at the top. Or the argument that homebrew content "isn't" D&D, when D&D has literally relied upon it for decades, and WotC (and before that, TSR) published literally reams of it.</p><p></p><p>To me one of the advantages of D&D is that you can do anything with it. I've run games set in Ysgard. I've run space-fantasy games. I've run games based off of Star Wars, where we adapted the ranger class to be Jedi knights. I've run intense court-intrigue games that almost never had combat. I've played in horror games where the players were twisting in their seats due to the suspense. These are all situations many will argue are "not possible" in D&D and then argue that they are "not D&D" when they work.</p><p></p><p>For me, tinker away. Add to it, subtract from it. Blow it all up. 50 years of development has left few stones unturned, and a remarkably resilient concept that can take whatever you throw at it.</p></blockquote><p></p>
[QUOTE="Ath-kethin, post: 7857114, member: 6798775"] If there's one thing I've learned from similar discusions on Twitter, it's that many people have an extremely narrow view of what D&D can possibly be, and get really worked up when you suggest D&D can be anything else. Even when the core books specifically encourage tinkering, and there are a myriad of off-the-wall settings (such as Spelljammer, Masque of the Red Death, and Hollow World, among others) published in official books that clearly say "D&D" at the top. Or the argument that homebrew content "isn't" D&D, when D&D has literally relied upon it for decades, and WotC (and before that, TSR) published literally reams of it. To me one of the advantages of D&D is that you can do anything with it. I've run games set in Ysgard. I've run space-fantasy games. I've run games based off of Star Wars, where we adapted the ranger class to be Jedi knights. I've run intense court-intrigue games that almost never had combat. I've played in horror games where the players were twisting in their seats due to the suspense. These are all situations many will argue are "not possible" in D&D and then argue that they are "not D&D" when they work. For me, tinker away. Add to it, subtract from it. Blow it all up. 50 years of development has left few stones unturned, and a remarkably resilient concept that can take whatever you throw at it. [/QUOTE]
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