ARandomGod
First Post
MerricB said:3e gives a lot of attention to the "game" aspect of the RPG, and leaves the "role-playing" aspect in its proper place: with the players.
Actually, anyone who has looked at the Eberron material (especially Sharn) knows that Wizards have also provided many opportunities for those who lean towards the role-playing side of things. However, one of the main attractions of D&D is that it combines both role-playing with the game.
The emphasis that is placed on both is up to the DM and players.
Various supplements emphasise one or the other. Sharn: City of Towers is a good example of something that emphasises the role-playing and story elements of the game.
The Complete series, on the other hand, emphasise the game elements, though they aren't without role-playing elements.
Wizards try to cover the spectrum, and some people assume that everything Wizards do should be for _them_, and never mind anyone else. This is simply not true.
Cheers!
This is an interesting perspective. And a laudable way at playing yourself, I shall add. However, you have to look at the cultural context. The game is presented in such a way as to be imagination light. There is very little "here are some rules for you to take or modify" annd very heavy on "These are The Rules, use them or be Floundering in a Sea of Chaos".
Needless to say, I don't think chaos is all that bad. A sea of it is, obviously. ... but I digress.
Yes, I think that, in general, people should take these rules where they help, and play as best suits imagination. But I must say that I agree with the viewpoint that the game as written and the general culture that's built itself around it is very lawful, very strickt, and completely seperates "house rules" from "real rules". In such a way that definitly implies that "house rules" aren't real. Aren't important... aren't really fit for general consumption.
"For they are variations from the True Way. Take not the path that leads you astray from the Rules As Written, but let RAW be your constant guidline and watchword.
Personally, I judge a good GM by his reaction to the spell "Darkness". Any GM that rules that it generates light of any kind is (In my opinion) a very, very bad GM. I'm not saying I won't play under such a GM. I have... Let's face it, GM's give a lot, and I can put up with a lot from them. Even a bad lay is pretty good, as it were.
I'll close with the statement that I don't really think WoTC pays a lot of attention to the D&D world. And there's a lot of what consists of either very poor rules or very bad editing to back me up on that. But, in the end, they ARE out there making it. And like I said, even a pretty bad GM is giving you a place to play.