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Is D&D a setting or a toolbox?
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<blockquote data-quote="Nagol" data-source="post: 6131308" data-attributes="member: 23935"><p>Many other RPGs operate more holistically as toolboxes -- GURPS, Hero, FATE are at the top of my mind.</p><p></p><p>Each version of D&D has a lot more 'baked in' assumptions that push a basic intrinsic setting -- how magic works (and how it doesn't), how characters improve, expected roles for the characters in the social milieu, how the players interact with the game and how the characters interact with the world.</p><p></p><p>When I want a toolbox, I reach for a game where providing such a thing is a prime consideration. No version of D&D makes that cut. </p><p></p><p>When I reach for a version of D&D, I'm looking for a game with a more specific flavour and trappings -- I may not <em>exactly</em> present the canon in all aspects of the game, but it is close enough that the fact that it is D&D acts as a sort of coded short-hand to help describe the game I'm running.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6131308, member: 23935"] Many other RPGs operate more holistically as toolboxes -- GURPS, Hero, FATE are at the top of my mind. Each version of D&D has a lot more 'baked in' assumptions that push a basic intrinsic setting -- how magic works (and how it doesn't), how characters improve, expected roles for the characters in the social milieu, how the players interact with the game and how the characters interact with the world. When I want a toolbox, I reach for a game where providing such a thing is a prime consideration. No version of D&D makes that cut. When I reach for a version of D&D, I'm looking for a game with a more specific flavour and trappings -- I may not [I]exactly[/I] present the canon in all aspects of the game, but it is close enough that the fact that it is D&D acts as a sort of coded short-hand to help describe the game I'm running. [/QUOTE]
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Is D&D a setting or a toolbox?
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