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In Defence of D&D: The "Good Enough" System
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<blockquote data-quote="Bluenose" data-source="post: 5792813" data-attributes="member: 49017"><p>Demonstrably, characters involved in "The Matter of Britain" medieval tales perform actions more effectively when they are inspired by something that really matters to them. This is reflected in the rules of Pendragon by invoking Passions and sometimes Traits. If you wish a game to evoke the feel of "The Matter of Britain" as expressed in those tales, your rules should reflect this. D&D rules do not. Thus, if genre emulation is your goal, Pendragon is objectively better at handling "The Matter of Britain." </p><p></p><p>Glorantha is a world where magic is present nearly everywhere, where a farmer performs a magical ritual before ploughing a field to make the ploughing work better and a warrior going into battle might suddenly end up channeling the spirit of one of his ancestors and going berserk. Except that magic isn't reliable, you can't depend on it. Runequest in it's various editions reflects that. D&D does not. If you want a game to simulate Glorantha, D&D is objectively worse at it than Runequest.</p><p></p><p></p><p></p><p>Yes, this is my feeling on the subject. Games written to do specific things or to play a particular way often do that better (often, as some are just badly done) than a game written to do nothing in particular, even if that game has various add-ons that supposedly make it capable of handling a wide range of subjects.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 5792813, member: 49017"] Demonstrably, characters involved in "The Matter of Britain" medieval tales perform actions more effectively when they are inspired by something that really matters to them. This is reflected in the rules of Pendragon by invoking Passions and sometimes Traits. If you wish a game to evoke the feel of "The Matter of Britain" as expressed in those tales, your rules should reflect this. D&D rules do not. Thus, if genre emulation is your goal, Pendragon is objectively better at handling "The Matter of Britain." Glorantha is a world where magic is present nearly everywhere, where a farmer performs a magical ritual before ploughing a field to make the ploughing work better and a warrior going into battle might suddenly end up channeling the spirit of one of his ancestors and going berserk. Except that magic isn't reliable, you can't depend on it. Runequest in it's various editions reflects that. D&D does not. If you want a game to simulate Glorantha, D&D is objectively worse at it than Runequest. Yes, this is my feeling on the subject. Games written to do specific things or to play a particular way often do that better (often, as some are just badly done) than a game written to do nothing in particular, even if that game has various add-ons that supposedly make it capable of handling a wide range of subjects. [/QUOTE]
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In Defence of D&D: The "Good Enough" System
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