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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="hawkeyefan" data-source="post: 8312533" data-attributes="member: 6785785"><p>No, if I've assumed ignorance on your part it is in regard to Blades in the Dark, which I think is a game with which you obviously only have a passing familiarity.</p><p></p><p>I have no doubt about your familiarity with D&D, though.</p><p></p><p></p><p></p><p>I'm not trying to be pedantic. Saying that D&D is not structured because the structure isn't blatantly pointed out isn't me trying to say "gotcha". </p><p></p><p>It's a very structured game in a variety of ways. I sincerely think you are just not acknowledging the structure that is there.</p><p></p><p></p><p></p><p>Sure, there are scores. You might consider them adventures. Then you have downtime, in between the adventures, where you rest and recover and pursue other goals.</p><p></p><p></p><p></p><p>And this is what I mean by you not perceiving the structure. I don't care if DMs running D&D refer to the Adventuring Day as if it's a unit of measurement like "Wow that was quite the Adventuring Day wasn't it?" </p><p></p><p>The fact is that is absolutely how the game is structured. That's what a long rest is.....it divides the adventuring days. Short rests (may) divide the encounters. The classes were designed with this in mind. If you deviate from this structure, you will have to make adjustments in other ways.</p><p></p><p></p><p></p><p>Okay. Offer something that says that the D&D community is more open to modding/hacking/homebrewing than the indie community beyond the fact that you think it's so. Anything that's specifically D&D or unique to D&D or that supports your thesis beyond "I think it is". </p><p></p><p>And don't forget, I'm not saying that D&D doesn't have plenty of DIY spirit going for it. I think it does. I've just also seen enough examples of that for plenty of other games that I think of it as a trait of RPGs more than D&D.</p><p></p><p></p><p>Here:</p><p></p><p></p><p>Do you have any examples of RPGs that say they should be played one specific way only or else play something else?</p><p></p><p></p><p></p><p>I don't think changing the frequency of the rest mechanic does all of that so much as it stretches things out. You can pull off all of that without changing the rest mechanics if you just throw a lot of encounters at the PCs. Since they reset resources on a long rest, the question is really "how many encounters between long rests". </p><p></p><p></p><p></p><p>I'm not asking you to do that. You mentioned how Blades in the Dark players aren't as open to hacking/modding, so I asked you if you were familiar with some places where that happens quite a bit. I'm not asking for a resume, man......I'm pointing you to the resources that you were saying don't exist. </p><p></p><p></p><p></p><p>A simplification is fine for these purposes. Do you think D&D could be similarly simplified? Let's say the bit of text [USER=42582]@pemerton[/USER] quoted from the basic rules (and which is also in the PHB on page 5)...does that accurately summarize D&D?</p><p></p><p>I'd say it does. But does it encompass all that D&D can do? Of course not.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8312533, member: 6785785"] No, if I've assumed ignorance on your part it is in regard to Blades in the Dark, which I think is a game with which you obviously only have a passing familiarity. I have no doubt about your familiarity with D&D, though. I'm not trying to be pedantic. Saying that D&D is not structured because the structure isn't blatantly pointed out isn't me trying to say "gotcha". It's a very structured game in a variety of ways. I sincerely think you are just not acknowledging the structure that is there. Sure, there are scores. You might consider them adventures. Then you have downtime, in between the adventures, where you rest and recover and pursue other goals. And this is what I mean by you not perceiving the structure. I don't care if DMs running D&D refer to the Adventuring Day as if it's a unit of measurement like "Wow that was quite the Adventuring Day wasn't it?" The fact is that is absolutely how the game is structured. That's what a long rest is.....it divides the adventuring days. Short rests (may) divide the encounters. The classes were designed with this in mind. If you deviate from this structure, you will have to make adjustments in other ways. Okay. Offer something that says that the D&D community is more open to modding/hacking/homebrewing than the indie community beyond the fact that you think it's so. Anything that's specifically D&D or unique to D&D or that supports your thesis beyond "I think it is". And don't forget, I'm not saying that D&D doesn't have plenty of DIY spirit going for it. I think it does. I've just also seen enough examples of that for plenty of other games that I think of it as a trait of RPGs more than D&D. Here: Do you have any examples of RPGs that say they should be played one specific way only or else play something else? I don't think changing the frequency of the rest mechanic does all of that so much as it stretches things out. You can pull off all of that without changing the rest mechanics if you just throw a lot of encounters at the PCs. Since they reset resources on a long rest, the question is really "how many encounters between long rests". I'm not asking you to do that. You mentioned how Blades in the Dark players aren't as open to hacking/modding, so I asked you if you were familiar with some places where that happens quite a bit. I'm not asking for a resume, man......I'm pointing you to the resources that you were saying don't exist. A simplification is fine for these purposes. Do you think D&D could be similarly simplified? Let's say the bit of text [USER=42582]@pemerton[/USER] quoted from the basic rules (and which is also in the PHB on page 5)...does that accurately summarize D&D? I'd say it does. But does it encompass all that D&D can do? Of course not. [/QUOTE]
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