Mercurius
Legend
This thread became dominated by a discussion on skill challenges--no problem, have at it, guys--but I wanted to reply to TerraDave, DannyAlcatraz, and comment on Mike Mearls' excellent piece, all in one fell swoop.
LOL - OK, now which portion? But yeah, Mearls is saying pretty much what I was saying. Where's my shout out, Mikey boy?
Hmm? Really? Here's the quote in question:
I put the relevant sentence in bold-faced.
I'm going to have to disagree with you, Danny, even vehemently (well, I'm not really feeling vehemence, but you get my point).
I actually think the entire article is a great exposition or mission statement for "D&D unity" - that is, unity of the community, no matter which edition or sub-variation or house rules one plays. What he is saying is that D&D is the experience that you and your buddies make, no matter what rule set one uses.
Now we can go back to my delineations of primary, secondary and tertiary, with primary being "official" versions of D&D, secondary being retro-clones and heartbreakers, and tertiary being other rules sets being used to emulate D&D themes - and yeah, that would be more precise. But that's not the point - both with my original post on "All Roads Lead to Rome" and with Mike Mearls' article. I cannot speak for Mearls, although I think he is getting at something quite similar, but the point, in my mind, is that the "core essence of D&D", as he put it, is not defined by the rules, but by the experience itself. We can talk about the rules, about different definitions and delineations of what D&D is, but all of that is secondary to the experience itself, the stories, the adventure, the fun.
I think we, the diehard base, lose sight of that, and may actually turn the casual-on-the-cusp-of-serious gamers away from the table, and in so doing inhibit the health and growth of the hobby itself.
The bottom line being: D&D is my game, and it is also yours. Make of it what you will. And enjoy.
This hypothesis has recieved official (if uncited) endorsement:
Dungeons & Dragons Roleplaying Game Official Home Page - Article (An Introduction)
I am sure we can all agree that Mercurius should now win a large portion of the internet.
LOL - OK, now which portion? But yeah, Mearls is saying pretty much what I was saying. Where's my shout out, Mikey boy?
Personally, I think they're merely making the mistake of being overbroad and imprecise I criticized from the start.
I mean, the closing phrase of the last sentence is simply wrong.
Hmm? Really? Here's the quote in question:
Mike Mearls said:This may sound strange, coming from R&D—but it’s easy to mistake what Wizards of the Coast publishes as the core essence of D&D. We might print the rules for the current version of the game, or produce accessories you use at your table, but the game is what you, the community of D&D fans and players, make it. D&D is the moments in the game, the interplay within a gaming group, the memories formed that last forever. It’s intensely personal. It’s your experience as a group, the stories that you and your friends share to this day. No specific rule, no random opinion, no game concept from an R&D designer, no change to the game’s mechanics can alter that.
I put the relevant sentence in bold-faced.
I'm going to have to disagree with you, Danny, even vehemently (well, I'm not really feeling vehemence, but you get my point).
I actually think the entire article is a great exposition or mission statement for "D&D unity" - that is, unity of the community, no matter which edition or sub-variation or house rules one plays. What he is saying is that D&D is the experience that you and your buddies make, no matter what rule set one uses.
Now we can go back to my delineations of primary, secondary and tertiary, with primary being "official" versions of D&D, secondary being retro-clones and heartbreakers, and tertiary being other rules sets being used to emulate D&D themes - and yeah, that would be more precise. But that's not the point - both with my original post on "All Roads Lead to Rome" and with Mike Mearls' article. I cannot speak for Mearls, although I think he is getting at something quite similar, but the point, in my mind, is that the "core essence of D&D", as he put it, is not defined by the rules, but by the experience itself. We can talk about the rules, about different definitions and delineations of what D&D is, but all of that is secondary to the experience itself, the stories, the adventure, the fun.
I think we, the diehard base, lose sight of that, and may actually turn the casual-on-the-cusp-of-serious gamers away from the table, and in so doing inhibit the health and growth of the hobby itself.
The bottom line being: D&D is my game, and it is also yours. Make of it what you will. And enjoy.