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Is D&D a setting or a toolbox?
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<blockquote data-quote="Leatherhead" data-source="post: 6133898" data-attributes="member: 53176"><p>After reading this thread, I have come to the conclusion that nobody can agree as to what a toolbox actually is.</p><p></p><p>Which is a box, that you put tools in, not as useful as what is inside of it for sure. It is something that is entirely unlike a rule system for games. You might be able to argue that the tools themselves are like rules. But that just gets silly as you then have to account for the fact there is a toolbox for every type of tool out there. You got a box for hammers and a box for drills or whatever. Sure, you can only do one or two things with hammers, but that doesn't make it less of a tool than a power drill with multiple heads.</p><p></p><p>What I am saying is this analogy was a poorly chosen.</p><p></p><p>But more importantly: RPGs simply don't work without settings. D&D gives people a basic setting partly because making the universe is hard work, and partly because it helps to give examples of how rules (like how clerics get spells) work. Having a guideline like that just makes things easier for getting into the game, and talking to other people about it. It also makes it easier to strip the setting out and replace it with your own if you don't like it.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6133898, member: 53176"] After reading this thread, I have come to the conclusion that nobody can agree as to what a toolbox actually is. Which is a box, that you put tools in, not as useful as what is inside of it for sure. It is something that is entirely unlike a rule system for games. You might be able to argue that the tools themselves are like rules. But that just gets silly as you then have to account for the fact there is a toolbox for every type of tool out there. You got a box for hammers and a box for drills or whatever. Sure, you can only do one or two things with hammers, but that doesn't make it less of a tool than a power drill with multiple heads. What I am saying is this analogy was a poorly chosen. But more importantly: RPGs simply don't work without settings. D&D gives people a basic setting partly because making the universe is hard work, and partly because it helps to give examples of how rules (like how clerics get spells) work. Having a guideline like that just makes things easier for getting into the game, and talking to other people about it. It also makes it easier to strip the setting out and replace it with your own if you don't like it. [/QUOTE]
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