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If you were able to design your own version of D&D, how would you do it?
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<blockquote data-quote="Argyle King" data-source="post: 7541226" data-attributes="member: 58416"><p>I don't expect things to be guaranteed, but it's nice to be able to look at a situation and make choices from a perspective which has some level of cerebral consistency. (A side issue related to this is having fluff and crunch produce stories which are consistent with each other.)</p><p></p><p>For example, the expectation that a giant fire-breathing monster like a dragon be dangerous is something that both myself as the player and what my character sees as an in-game entity can use to inform choices and decisions.</p><p></p><p>If there is an absence of some underlying understanding of how the world works and/or an absence of viable information upon which to base what I, as the player, choose to do, I see that as an issue. Similarly, if my choices (and the underlying mechanics which represent them) are completely absent of similar elements, I see that as an impediment to my ability to mentally buy-in.</p><p></p><p>This shouldn't be taken as meaning that I am opposed to deviations from the norm. Subverting an expectation can be a powerful tool for storytelling and lead to great things. I support doing that. However, I would also say that being able to subvert an expectation is impossible without some manner of expectation first existing. If Randomness or differentness becomes the standard underpinning of choice and action, I'm not sure I see the value of that as a core feature of designing a roleplaying game in which a shared narrative exists (or is to be built) among a group.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7541226, member: 58416"] I don't expect things to be guaranteed, but it's nice to be able to look at a situation and make choices from a perspective which has some level of cerebral consistency. (A side issue related to this is having fluff and crunch produce stories which are consistent with each other.) For example, the expectation that a giant fire-breathing monster like a dragon be dangerous is something that both myself as the player and what my character sees as an in-game entity can use to inform choices and decisions. If there is an absence of some underlying understanding of how the world works and/or an absence of viable information upon which to base what I, as the player, choose to do, I see that as an issue. Similarly, if my choices (and the underlying mechanics which represent them) are completely absent of similar elements, I see that as an impediment to my ability to mentally buy-in. This shouldn't be taken as meaning that I am opposed to deviations from the norm. Subverting an expectation can be a powerful tool for storytelling and lead to great things. I support doing that. However, I would also say that being able to subvert an expectation is impossible without some manner of expectation first existing. If Randomness or differentness becomes the standard underpinning of choice and action, I'm not sure I see the value of that as a core feature of designing a roleplaying game in which a shared narrative exists (or is to be built) among a group. [/QUOTE]
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If you were able to design your own version of D&D, how would you do it?
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