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<blockquote data-quote="EzekielRaiden" data-source="post: 9428219" data-attributes="member: 6790260"><p>I do not have so little faith in the typical gamer. Particularly because of the popularity of things like Critical Role and the overall rise of "character story"-driven play. Yes, power fantasy is 100% part of that. That does not mean that it is not possible for the typical player to get in for, as you say, "action movie" tropes and ideas. Far from it, I'd say.</p><p></p><p>Instead, it is specifically the <em>traditionalist players</em> who are so emphatically against this. Allowing "action movie" tropes to "corrupt" their specific play-experience, when that was not what D&D did 20-40 years ago, is a problem <em>for those people</em>. I do not, at all, think that that attitude is representative of the typical gamer <em>now</em>. I don't even think it was representative during the D&D Next playtest; I just think WotC intentionally over-represented and catered to the most traditionalist players (which, due to population and time, were mostly late-2e/early-3e adopters, hence why 3e fans love everything but the lack of customization.)</p><p></p><p>Ironically, I have much more faith both in the desire to <em>play a game</em> AND the desire to <em>roleplay</em> than you seem to. Because the thing you've described isn't gameplay, it's just pushing the win button; and it isn't roleplay, because it refuses to allow any form of complexity or weakness, just absolute domination of all opponents ever, forever.</p><p></p><p></p><p></p><p>Not really. "Power fantasy" means a lot of things, just to start with, but more importantly, power fantasy is far from the only thing people get out of D&D. As noted above, the rise of "podcast D&D" has enlivened a strong interest in deep, personal storytelling. You can't have deep, personal storytelling unless you're willing to be vulnerable.</p><p></p><p></p><p>Interesting. I'll have to check that out sometime, at absolute worst it would provide an example to push off against.</p><p></p><p></p><p>I mean...that's literally what 5e tells us. There are three pillars of play: combat, exploration, and socialization.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9428219, member: 6790260"] I do not have so little faith in the typical gamer. Particularly because of the popularity of things like Critical Role and the overall rise of "character story"-driven play. Yes, power fantasy is 100% part of that. That does not mean that it is not possible for the typical player to get in for, as you say, "action movie" tropes and ideas. Far from it, I'd say. Instead, it is specifically the [I]traditionalist players[/I] who are so emphatically against this. Allowing "action movie" tropes to "corrupt" their specific play-experience, when that was not what D&D did 20-40 years ago, is a problem [I]for those people[/I]. I do not, at all, think that that attitude is representative of the typical gamer [I]now[/I]. I don't even think it was representative during the D&D Next playtest; I just think WotC intentionally over-represented and catered to the most traditionalist players (which, due to population and time, were mostly late-2e/early-3e adopters, hence why 3e fans love everything but the lack of customization.) Ironically, I have much more faith both in the desire to [I]play a game[/I] AND the desire to [I]roleplay[/I] than you seem to. Because the thing you've described isn't gameplay, it's just pushing the win button; and it isn't roleplay, because it refuses to allow any form of complexity or weakness, just absolute domination of all opponents ever, forever. Not really. "Power fantasy" means a lot of things, just to start with, but more importantly, power fantasy is far from the only thing people get out of D&D. As noted above, the rise of "podcast D&D" has enlivened a strong interest in deep, personal storytelling. You can't have deep, personal storytelling unless you're willing to be vulnerable. Interesting. I'll have to check that out sometime, at absolute worst it would provide an example to push off against. I mean...that's literally what 5e tells us. There are three pillars of play: combat, exploration, and socialization. [/QUOTE]
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