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How has D&D changed over the decades?
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<blockquote data-quote="Umbran" data-source="post: 8608776" data-attributes="member: 177"><p>And to some, that might seem alien. </p><p></p><p>Most traditional board games, the games we are initially trained on - Monopoly, chess, and so on - have some set win condition(s). And it is generally assumed that the fun in playing comes from directly seeking to fulfill that win condition. Now, D&D doesn't have a set win condition, but we can see an echo of this in the "best interests" playstyle. The character has goals, and they drive to them. It those goals are achieved, the player wins. Simple enough, and a pretty natural extension of playing games.</p><p></p><p>But, without having that win condition set for us by the game, we are free to explore what other win conditions we might choose, especially when the game results in narrative beyond, "And then I got both Park Place and Boardwalk, and my hotels bled then dry!". The players can have goals other than "my character reaches their goals". They might have a goal of verisimilitude of roleplay (because real people <em>frequently</em> do not choose their own best interests). They can have goals associated with the group, rather than the individual. They might have goals relating to satisfying narrative, and so on.</p><p></p><p>Once you broaden mindset to include these other things as ways for they player to succeed, doing things that may not be great for the character make more sense.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8608776, member: 177"] And to some, that might seem alien. Most traditional board games, the games we are initially trained on - Monopoly, chess, and so on - have some set win condition(s). And it is generally assumed that the fun in playing comes from directly seeking to fulfill that win condition. Now, D&D doesn't have a set win condition, but we can see an echo of this in the "best interests" playstyle. The character has goals, and they drive to them. It those goals are achieved, the player wins. Simple enough, and a pretty natural extension of playing games. But, without having that win condition set for us by the game, we are free to explore what other win conditions we might choose, especially when the game results in narrative beyond, "And then I got both Park Place and Boardwalk, and my hotels bled then dry!". The players can have goals other than "my character reaches their goals". They might have a goal of verisimilitude of roleplay (because real people [I]frequently[/I] do not choose their own best interests). They can have goals associated with the group, rather than the individual. They might have goals relating to satisfying narrative, and so on. Once you broaden mindset to include these other things as ways for they player to succeed, doing things that may not be great for the character make more sense. [/QUOTE]
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