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Is D&D "about" combat?
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<blockquote data-quote="Dannager" data-source="post: 5635003" data-attributes="member: 73683"><p>They're not, no. One can be a blacksmith, and one can be a blacksmith who goes on adventures. But in the course of <em>epic adventure</em> (or at least of the sort that D&D has historically simulated) featuring fantastical treasure, the idea of keeping up a mundane profession <em>during</em> the course of one's adventuring career is the sort of thing that either doesn't happen, or gets briefly touched upon or glossed over. It would be like a technology tycoon selling his startup for tens of millions of dollars and then going back to work in a cubicle for the local paper company.</p><p></p><p>I'm reading the Pathfinder novel <em>Plague of Shadows</em> right now. The main character is a former adventurer who helped her adventuring companion take over a barony and run it for a number of years. <em>But that's not the story</em>. The story is what happens when the barony is threatened and she must once again take up the mantle of adventurer to set things right.</p><p></p><p>Now, granted, the above example is written, non-interactive fiction, but I believe the point still stands. There may be some people out there who enjoy the <em>idea</em> (and probably a handful who would even enjoy the <em>practice</em>) of playing a blacksmith for any significant length of time, but I'm not sure that the size of this group of people justifies the dedication of significant design resources and page real estate to implementing a robust rules system that facilitates this sort of play.</p></blockquote><p></p>
[QUOTE="Dannager, post: 5635003, member: 73683"] They're not, no. One can be a blacksmith, and one can be a blacksmith who goes on adventures. But in the course of [I]epic adventure[/I] (or at least of the sort that D&D has historically simulated) featuring fantastical treasure, the idea of keeping up a mundane profession [I]during[/I] the course of one's adventuring career is the sort of thing that either doesn't happen, or gets briefly touched upon or glossed over. It would be like a technology tycoon selling his startup for tens of millions of dollars and then going back to work in a cubicle for the local paper company. I'm reading the Pathfinder novel [I]Plague of Shadows[/I] right now. The main character is a former adventurer who helped her adventuring companion take over a barony and run it for a number of years. [I]But that's not the story[/I]. The story is what happens when the barony is threatened and she must once again take up the mantle of adventurer to set things right. Now, granted, the above example is written, non-interactive fiction, but I believe the point still stands. There may be some people out there who enjoy the [I]idea[/I] (and probably a handful who would even enjoy the [I]practice[/I]) of playing a blacksmith for any significant length of time, but I'm not sure that the size of this group of people justifies the dedication of significant design resources and page real estate to implementing a robust rules system that facilitates this sort of play. [/QUOTE]
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