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Is D&D Too Focused on Combat?
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<blockquote data-quote="Ratskinner" data-source="post: 7733915" data-attributes="member: 6688937"><p>Okay, wargamers are close-minded, narrow thinkers...got it.</p><p></p><p></p><p></p><p>Okay, so...um...seems not too objectionable.</p><p></p><p></p><p></p><p>...and now we're off the rails. </p><p></p><p>There is very little in (especially Old-school) traditional RPG-structure that allows a player to ensure he can "write his own story" outside the narrow confines of the combat mechanics, and a few tables here and there (many of which are routinely ignored by lots of DMs). Without social skills, interaction rules, or non-combat conflict resolution...its all just <em>literally</em> playing "let's pretend" with the GM, except that the GM has the trump-card at every single turn via Rule 0. Yup, you may want to Capt. Picard-level diplomat or Capt. Kirk-level womanizer, but nope, if the DM ain't havin' it, it doesn't happen... <em>even if you have that kind of talent, IRL.</em></p><p></p><p>The failure of old-school games to consistently enable players to meaningfully participate in the creation of the story at table (i.e. the big lie in all those "What is a Role Playing Game?" introductory pages) was the very motivation for the creation and exploration of all the Forge discussion and story games that the OSR seems to despise so much. To pretend otherwise beggars belief and denies a forest of dead-trees and oceans of electrons devoted to the problems of a "Bad DM" and/or "railroading".</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7733915, member: 6688937"] Okay, wargamers are close-minded, narrow thinkers...got it. Okay, so...um...seems not too objectionable. ...and now we're off the rails. There is very little in (especially Old-school) traditional RPG-structure that allows a player to ensure he can "write his own story" outside the narrow confines of the combat mechanics, and a few tables here and there (many of which are routinely ignored by lots of DMs). Without social skills, interaction rules, or non-combat conflict resolution...its all just [I]literally[/I] playing "let's pretend" with the GM, except that the GM has the trump-card at every single turn via Rule 0. Yup, you may want to Capt. Picard-level diplomat or Capt. Kirk-level womanizer, but nope, if the DM ain't havin' it, it doesn't happen... [I]even if you have that kind of talent, IRL.[/I] The failure of old-school games to consistently enable players to meaningfully participate in the creation of the story at table (i.e. the big lie in all those "What is a Role Playing Game?" introductory pages) was the very motivation for the creation and exploration of all the Forge discussion and story games that the OSR seems to despise so much. To pretend otherwise beggars belief and denies a forest of dead-trees and oceans of electrons devoted to the problems of a "Bad DM" and/or "railroading". [/QUOTE]
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