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How much control do DMs need?
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<blockquote data-quote="gorice" data-source="post: 8996768" data-attributes="member: 7032863"><p>This is turning into a bunch of tangents within tangents, so I'm going to try and clarify my position rather than argue details.</p><p></p><p>On the big question: I've never played GURPS, so I have no idea. My crucial point is that, if you read the actual text, different editions of D&D are very different games. Like, comparing b/x, 4e and 5e, their procedures and expectations for play are incompatible. A bunch of 5e kids bringing their beloved OCs into a b/x meatgrinder are going to have a very bad time. So, if you want to say that it's all just D&D and I'm being pedantic, I want to know what you think D&D really is. What is the core of D&D? When does something become, or cease to be, D&D?</p><p></p><p>On improv, prep, and railroads: I want to be clear that other people's prep (maps, monsters, generators) is still prep, as far as I'm concerned. I never run published adventures, but they are arguably one of the main official teaching tools -- and what they teach is railroady trad play. You <em>can </em>do different things with 5e (I certainly have), but this gets back to the main question of when 5e is 5e. If I had a dollar for every time someone insisted that they used 5e for dungeon crawls, and then explained how they removed half the game and added a whole new set of rules in order to actually play...</p><p></p><p>[edit] I suppose I should give my own definition of when a game is not itself. Which is... When the procedures of play and experience of play are no longer the same? Something like that?</p></blockquote><p></p>
[QUOTE="gorice, post: 8996768, member: 7032863"] This is turning into a bunch of tangents within tangents, so I'm going to try and clarify my position rather than argue details. On the big question: I've never played GURPS, so I have no idea. My crucial point is that, if you read the actual text, different editions of D&D are very different games. Like, comparing b/x, 4e and 5e, their procedures and expectations for play are incompatible. A bunch of 5e kids bringing their beloved OCs into a b/x meatgrinder are going to have a very bad time. So, if you want to say that it's all just D&D and I'm being pedantic, I want to know what you think D&D really is. What is the core of D&D? When does something become, or cease to be, D&D? On improv, prep, and railroads: I want to be clear that other people's prep (maps, monsters, generators) is still prep, as far as I'm concerned. I never run published adventures, but they are arguably one of the main official teaching tools -- and what they teach is railroady trad play. You [I]can [/I]do different things with 5e (I certainly have), but this gets back to the main question of when 5e is 5e. If I had a dollar for every time someone insisted that they used 5e for dungeon crawls, and then explained how they removed half the game and added a whole new set of rules in order to actually play... [edit] I suppose I should give my own definition of when a game is not itself. Which is... When the procedures of play and experience of play are no longer the same? Something like that? [/QUOTE]
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