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How has D&D changed over the decades?
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<blockquote data-quote="hawkeyefan" data-source="post: 8608961" data-attributes="member: 6785785"><p>I'm saying it's a good thing, and that it's beyond your primary goal of playing characters to the best of your/their abilities. It's a consideration that this is a group activity. </p><p></p><p>My hope is that play is more than the individual turns of the players. That they influence each other as a group, and that they're interested in what the others are doing, and that if the opportunity comes, they'll use what the others have done to help shape their own actions. </p><p></p><p></p><p></p><p></p><p>Yes, it is. As with any group activity, different participants may have different roles. A forward and a goalie, let's say... very different roles, and yet both need to perform in order for the team to work. </p><p></p><p>Is the goalie more vital? Perhaps. Does that really change the fact that everyone on the team needs to contribute? No. </p><p></p><p></p><p></p><p></p><p>But what about all the people in these threads who have told you otherwise? Are they liars? </p><p></p><p>I don't think so. They've simply found a way to make something work that you either cannot make work, or don't care to make work. Which is certainly fine, but it doesn't mean it can't work. </p><p></p><p></p><p></p><p>I'll respond to that in reply to [USER=6701124]@Cadence[/USER] </p><p></p><p></p><p></p><p>It doesn't? </p><p></p><p>Seriously, it really doesn't. It's something D&D already does to some extent. It's already happening. Expanding it a bit doesn't cause the whole thing to come crashing down. </p><p></p><p></p><p></p><p>I feel like all of this would be easily resolved by letting players define and describe their deities. If you let them do that, then there's no conflict with the material you've already written because you've not written it.</p><p></p><p></p><p></p><p>I don't see why it has to be a disaster. You just talk it out and figure a compromise. If you can't come to a compromise, then you scrap those ideas and come up with something else. It's pretty simple.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8608961, member: 6785785"] I'm saying it's a good thing, and that it's beyond your primary goal of playing characters to the best of your/their abilities. It's a consideration that this is a group activity. My hope is that play is more than the individual turns of the players. That they influence each other as a group, and that they're interested in what the others are doing, and that if the opportunity comes, they'll use what the others have done to help shape their own actions. Yes, it is. As with any group activity, different participants may have different roles. A forward and a goalie, let's say... very different roles, and yet both need to perform in order for the team to work. Is the goalie more vital? Perhaps. Does that really change the fact that everyone on the team needs to contribute? No. But what about all the people in these threads who have told you otherwise? Are they liars? I don't think so. They've simply found a way to make something work that you either cannot make work, or don't care to make work. Which is certainly fine, but it doesn't mean it can't work. I'll respond to that in reply to [USER=6701124]@Cadence[/USER] It doesn't? Seriously, it really doesn't. It's something D&D already does to some extent. It's already happening. Expanding it a bit doesn't cause the whole thing to come crashing down. I feel like all of this would be easily resolved by letting players define and describe their deities. If you let them do that, then there's no conflict with the material you've already written because you've not written it. I don't see why it has to be a disaster. You just talk it out and figure a compromise. If you can't come to a compromise, then you scrap those ideas and come up with something else. It's pretty simple. [/QUOTE]
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