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Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7092646" data-attributes="member: 48965"><p>I think maybe technically and from an official perspective you may be correct but with the advent of the OGL for 3e and the DM's Guild with 5e from a practical point of view I disagree... With this type of openenss and the numerous options created by 3rd party publishers, independent publishers, etc. I think D&D has an unprecedented amount of flexibility.</p><p></p><p></p><p></p><p><a href="http://slyflourish.com/guide_to_narrative_combat.html" target="_blank">http://slyflourish.com/guide_to_narrative_combat.html</a></p><p></p><p></p><p></p><p>Not sure why the Ideals,Bonds,Flaws and Inspiration mechanics (along with Background) "won't offer very much" (especially since there are rules for fleshing these out in ther DMG...but I think my point is they are there as a framework for a DM to hang more or less on. It seems you are claiming they are not integral... which is exactly my point, they are not necessary for the game but for those who want to hang more on them they exist... can I even play BW without these types of mechanics if I don't desire them to be front and center? </p><p></p><p></p><p></p><p>So there was at least one edition of D&D that covered it. More relevant though there are plenty of people doing just this with 5e...</p><p></p><p><a href="http://www.critical-hits.com/blog/2016/08/16/skill-challenges-in-5th-edition-dd/" target="_blank">http://www.critical-hits.com/blog/2016/08/16/skill-challenges-in-5th-edition-dd/</a></p><p><a href="https://boccobsblog.wordpress.com/2015/07/17/1421/" target="_blank">https://boccobsblog.wordpress.com/2015/07/17/1421/</a></p><p><a href="https://deathbymage.com/2015/09/17/skill-challenges-in-5e-the-red-headed-stepchild-of-dd/" target="_blank">https://deathbymage.com/2015/09/17/skill-challenges-in-5e-the-red-headed-stepchild-of-dd/</a></p><p></p><p>You seem to be confusing something being integral with the ability to drift a game in that direction. </p><p></p><p></p><p></p><p>And yet Beliefs are still central to the BW variant you cited above, the advice is to tell the players what module you are running and what it is about... and to ignore "filler" combat... de-emphasize loot... not really seeing how this shows flexibility as opposed to a change in the scenery with the same game.</p><p></p><p></p><p>As to your second point you're citing a different game, Torchbearer, irregardless of whether it is based on similar rules to BW, is not BW. If we are going that route the sheer number of d20 games and OGL games and D&D variants (from Mutants and Masterminds to True20) just further proves my point about flexibility. Is there any game that has as many of these as D&D?</p><p></p><p></p><p></p><p>Could you go into more depth about this? I mean just stating it doesn't make it true. How can Heroquest be used for lowbrow superhero hijinks without it becoming an entirely different game? Is there an example of someone using it for this?</p></blockquote><p></p>
[QUOTE="Imaro, post: 7092646, member: 48965"] I think maybe technically and from an official perspective you may be correct but with the advent of the OGL for 3e and the DM's Guild with 5e from a practical point of view I disagree... With this type of openenss and the numerous options created by 3rd party publishers, independent publishers, etc. I think D&D has an unprecedented amount of flexibility. [URL]http://slyflourish.com/guide_to_narrative_combat.html[/URL] Not sure why the Ideals,Bonds,Flaws and Inspiration mechanics (along with Background) "won't offer very much" (especially since there are rules for fleshing these out in ther DMG...but I think my point is they are there as a framework for a DM to hang more or less on. It seems you are claiming they are not integral... which is exactly my point, they are not necessary for the game but for those who want to hang more on them they exist... can I even play BW without these types of mechanics if I don't desire them to be front and center? So there was at least one edition of D&D that covered it. More relevant though there are plenty of people doing just this with 5e... [URL]http://www.critical-hits.com/blog/2016/08/16/skill-challenges-in-5th-edition-dd/[/URL] [URL]https://boccobsblog.wordpress.com/2015/07/17/1421/[/URL] [URL]https://deathbymage.com/2015/09/17/skill-challenges-in-5e-the-red-headed-stepchild-of-dd/[/URL] You seem to be confusing something being integral with the ability to drift a game in that direction. And yet Beliefs are still central to the BW variant you cited above, the advice is to tell the players what module you are running and what it is about... and to ignore "filler" combat... de-emphasize loot... not really seeing how this shows flexibility as opposed to a change in the scenery with the same game. As to your second point you're citing a different game, Torchbearer, irregardless of whether it is based on similar rules to BW, is not BW. If we are going that route the sheer number of d20 games and OGL games and D&D variants (from Mutants and Masterminds to True20) just further proves my point about flexibility. Is there any game that has as many of these as D&D? Could you go into more depth about this? I mean just stating it doesn't make it true. How can Heroquest be used for lowbrow superhero hijinks without it becoming an entirely different game? Is there an example of someone using it for this? [/QUOTE]
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