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Judgement calls vs "railroading"
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<blockquote data-quote="Emerikol" data-source="post: 7076866" data-attributes="member: 6698278"><p>It's interesting reading through these posts. I admit I skipped a over a few pages. I don't drop by often enough. I won't even say the discussion is worthless because it helps for people to hear the pros and cons of all styles so they can find the one that suits them. That has value. I do though dislike it when an argument goes beyond what you like to the feeling you are describing a superior way. I really don't think this is a matter of better or worse. Obviously all forms can be played poorly or well. It's more of an apples and oranges thing. We've just discovered that roleplaying is a lot broader subject than perhaps it was in the beginning.</p><p></p><p>For me, I don't want to create the world as a player. I want to explore what the DM has created and attempt to immerse myself in the idea that I am actually in a world that is independent of me. One where I can prosper or fail by my actions just like real life but definitely not one where I can change the underlying nature of things. I see dungeons as skill challenges for the group. Preparing the right equipment, performing the right steps when inside, and using the right strategies to defeat enemies. I want it to be possible to play poorly and die unintentionally. I was trying to live but I died because I failed to play as well as I should have or even by a twist of fate. </p><p></p><p>Maybe being part of the original roleplaying generation in the 70's (perhaps just a smidge after that) I just came to love that style of play so I never felt the need to seek another. I do think the ideas put out here are interesting and often things I never conceived of for a game. It's great the game can expand. I think at the root of the edition wars was this dichotomy of playstyle. We bent the game to our own tastes. It's why some people thought 3e such a departure from all that came before while others felt 4e was the great departure. It goes back to how we played 1e & 2e in the first place. </p><p></p><p>I wish these game design ideas though would become more formally understood and the language more fully developed. I wish game designers would actually target audiences directly instead of straddling different philosophies. It might make us all a lot more satisfied. I know D&D will never do that. They'll always attempt to reach a broad audience. It's why I decided to abandon D&D. But anyone can design a game. So I'm hopeful. Right now the trend is in the other direction with games like dungeon world etc...</p><p></p><p>I think the whole battle leading up to 5e took the fight out of me. It was tiring and ultimately fruitless.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7076866, member: 6698278"] It's interesting reading through these posts. I admit I skipped a over a few pages. I don't drop by often enough. I won't even say the discussion is worthless because it helps for people to hear the pros and cons of all styles so they can find the one that suits them. That has value. I do though dislike it when an argument goes beyond what you like to the feeling you are describing a superior way. I really don't think this is a matter of better or worse. Obviously all forms can be played poorly or well. It's more of an apples and oranges thing. We've just discovered that roleplaying is a lot broader subject than perhaps it was in the beginning. For me, I don't want to create the world as a player. I want to explore what the DM has created and attempt to immerse myself in the idea that I am actually in a world that is independent of me. One where I can prosper or fail by my actions just like real life but definitely not one where I can change the underlying nature of things. I see dungeons as skill challenges for the group. Preparing the right equipment, performing the right steps when inside, and using the right strategies to defeat enemies. I want it to be possible to play poorly and die unintentionally. I was trying to live but I died because I failed to play as well as I should have or even by a twist of fate. Maybe being part of the original roleplaying generation in the 70's (perhaps just a smidge after that) I just came to love that style of play so I never felt the need to seek another. I do think the ideas put out here are interesting and often things I never conceived of for a game. It's great the game can expand. I think at the root of the edition wars was this dichotomy of playstyle. We bent the game to our own tastes. It's why some people thought 3e such a departure from all that came before while others felt 4e was the great departure. It goes back to how we played 1e & 2e in the first place. I wish these game design ideas though would become more formally understood and the language more fully developed. I wish game designers would actually target audiences directly instead of straddling different philosophies. It might make us all a lot more satisfied. I know D&D will never do that. They'll always attempt to reach a broad audience. It's why I decided to abandon D&D. But anyone can design a game. So I'm hopeful. Right now the trend is in the other direction with games like dungeon world etc... I think the whole battle leading up to 5e took the fight out of me. It was tiring and ultimately fruitless. [/QUOTE]
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