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I don't want 5E, I want a definitive D&D (the Monopoly model)
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<blockquote data-quote="Barastrondo" data-source="post: 5692053" data-attributes="member: 3820"><p>I would call that a noble goal, save that for genuinely shared experiences, you need to not just regulate the edition, you need to regulate individual games. Even in the days of 1st edition AD&D, there were the people who played modules, and those who didn't. There were the people who could meet another D&D gamer and compare notes about what they did in White Plume Mountain, or Against the Giants, or in the Slavers' Stockade, and there were those who couldn't, because they were playing homebrew adventures instead. And there's game worlds: playing in Arduin made D&D less of a shared experience than the guys playing in Greyhawk. </p><p></p><p>You see similar arguments as well when it comes to learning things about other worlds. A person who's devoted all his gaming energy to mastering the Forgotten Realms is going to be less interested in a campaign set in Greyhawk. There are the same arguments for "I'd like to play D&D with Rick, but I don't want to have to start learning a game world from scratch, and he really likes this Eberron thing." </p><p></p><p>Now, I fully acknowledge that these are more exacting complaints in a way. But I think they're also indicative of why the only truly <em>shared</em> experiences in gaming are those that happen when you share a table. Everything else is parallel experiences, and while they may not be as binding when you cross editions and house rules and game setting and adventures, I personally think they're solidly good enough. Or at least, I wouldn't trade up the freedom of a customized gaming experience that matches a table's preferences for something more shared. I don't want to set aside my swashbuckler about the personalized, player-driven intrigues in a wholly homebrew city setting and run The Sunken Citadel instead just so that my players will have Meepo stories to share with others. I feel the same way about rulesets.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5692053, member: 3820"] I would call that a noble goal, save that for genuinely shared experiences, you need to not just regulate the edition, you need to regulate individual games. Even in the days of 1st edition AD&D, there were the people who played modules, and those who didn't. There were the people who could meet another D&D gamer and compare notes about what they did in White Plume Mountain, or Against the Giants, or in the Slavers' Stockade, and there were those who couldn't, because they were playing homebrew adventures instead. And there's game worlds: playing in Arduin made D&D less of a shared experience than the guys playing in Greyhawk. You see similar arguments as well when it comes to learning things about other worlds. A person who's devoted all his gaming energy to mastering the Forgotten Realms is going to be less interested in a campaign set in Greyhawk. There are the same arguments for "I'd like to play D&D with Rick, but I don't want to have to start learning a game world from scratch, and he really likes this Eberron thing." Now, I fully acknowledge that these are more exacting complaints in a way. But I think they're also indicative of why the only truly [I]shared[/I] experiences in gaming are those that happen when you share a table. Everything else is parallel experiences, and while they may not be as binding when you cross editions and house rules and game setting and adventures, I personally think they're solidly good enough. Or at least, I wouldn't trade up the freedom of a customized gaming experience that matches a table's preferences for something more shared. I don't want to set aside my swashbuckler about the personalized, player-driven intrigues in a wholly homebrew city setting and run The Sunken Citadel instead just so that my players will have Meepo stories to share with others. I feel the same way about rulesets. [/QUOTE]
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I don't want 5E, I want a definitive D&D (the Monopoly model)
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