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Is D&D "about" combat?
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<blockquote data-quote="pemerton" data-source="post: 5636904" data-attributes="member: 42582"><p>Great post.</p><p></p><p>I agree it's not baked in. When I started my 4e campaign, I told the players that their PCs each had to have (i) some sort of loyalty, and (ii) a reason to be ready to fight goblins. And the rules don't tell me to do this.</p><p></p><p>But I think your criterion for "aboutness" are very strict (not irrationally strict or unreasonably strict, but very strict). A lot of other RPGs, stuck with needless combat rules and a lack of relationship mechanics, will come out as "about combat" only too - eg Runequest and Stormbringer and maybe C&S - and others will have no stakes built in at all - maybe Traveller.</p><p></p><p>I think that D&D, because of it's mainstream design tendencies - even in 4e - <em>should</em> be allowed to get away with being a bit vanilla.</p><p></p><p>And my backup argument is this: nothing in HeroQuest <em>forces</em> me to give my PC a relationship; it's just that the rules support this. Likewise 4e - nothing <em>forces</em> my PC to have a relationship, but the rules support it <em>after a while</em> - Questing Knight, Demonskin Adept, Warpriest of Moradin, Divine Philosopher. The only paragon path in my group that doesn't have a relatioship built in is the Battlefield Archer - but that character is also a hybrid cleric of the Raven Queen.</p><p></p><p>I'll admit my backup argument is a bit weak, because WotC is a bit weak when it comes to doing stuff with the relationships and PC-embedded-into-gameworld that comes with paragon paths. But when you're playing vanilla you have to make a little bit of topping go a long way!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5636904, member: 42582"] Great post. I agree it's not baked in. When I started my 4e campaign, I told the players that their PCs each had to have (i) some sort of loyalty, and (ii) a reason to be ready to fight goblins. And the rules don't tell me to do this. But I think your criterion for "aboutness" are very strict (not irrationally strict or unreasonably strict, but very strict). A lot of other RPGs, stuck with needless combat rules and a lack of relationship mechanics, will come out as "about combat" only too - eg Runequest and Stormbringer and maybe C&S - and others will have no stakes built in at all - maybe Traveller. I think that D&D, because of it's mainstream design tendencies - even in 4e - [I]should[/i] be allowed to get away with being a bit vanilla. And my backup argument is this: nothing in HeroQuest [I]forces[/I] me to give my PC a relationship; it's just that the rules support this. Likewise 4e - nothing [I]forces[/I] my PC to have a relationship, but the rules support it [I]after a while[/I] - Questing Knight, Demonskin Adept, Warpriest of Moradin, Divine Philosopher. The only paragon path in my group that doesn't have a relatioship built in is the Battlefield Archer - but that character is also a hybrid cleric of the Raven Queen. I'll admit my backup argument is a bit weak, because WotC is a bit weak when it comes to doing stuff with the relationships and PC-embedded-into-gameworld that comes with paragon paths. But when you're playing vanilla you have to make a little bit of topping go a long way! [/QUOTE]
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