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Is D&D "about" combat?
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<blockquote data-quote="Dannager" data-source="post: 5633986" data-attributes="member: 73683"><p>I agree. But I think that perceptions are prone to being colored by things other than the work in question, <em>especially</em> if one's first exposure to the work in question <em>wasn't the work itself</em>.</p><p></p><p>Many (most?) people's first real exposure to D&D isn't through reading the books, but rather through playing the game. If you play D&D with a group that is all about character interaction and really sort of glides right through the combat parts with a wave of the hand, when you go to pick up the rule books you'll probably read them with an eye for things that are not combat related, because that's what you've been conditioned to expect and appreciate from your group's gameplay.</p><p></p><p>It is very difficult, in reading the rule books, to come to the conclusion that D&D isn't about combat. So much of the rules is designed to help facilitate that sort of conflict. There's plenty of other stuff in there, but that other stuff is spread out over such a wide spectrum of activities and themes as to be pretty clearly secondary when it came to design considerations.</p><p></p><p>Granted, I am speaking as someone who has really only familiarized himself with five or six editions of D&D. It may be that this was different back in the day, but I suspect not really.</p></blockquote><p></p>
[QUOTE="Dannager, post: 5633986, member: 73683"] I agree. But I think that perceptions are prone to being colored by things other than the work in question, [I]especially[/I] if one's first exposure to the work in question [I]wasn't the work itself[/I]. Many (most?) people's first real exposure to D&D isn't through reading the books, but rather through playing the game. If you play D&D with a group that is all about character interaction and really sort of glides right through the combat parts with a wave of the hand, when you go to pick up the rule books you'll probably read them with an eye for things that are not combat related, because that's what you've been conditioned to expect and appreciate from your group's gameplay. It is very difficult, in reading the rule books, to come to the conclusion that D&D isn't about combat. So much of the rules is designed to help facilitate that sort of conflict. There's plenty of other stuff in there, but that other stuff is spread out over such a wide spectrum of activities and themes as to be pretty clearly secondary when it came to design considerations. Granted, I am speaking as someone who has really only familiarized himself with five or six editions of D&D. It may be that this was different back in the day, but I suspect not really. [/QUOTE]
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