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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="pemerton" data-source="post: 7759645" data-attributes="member: 42582"><p>The idea that D&D is a "story game" or a "narrative first" game is one I find hard to credit. I mean, I'm sure there're are groups out there doing that, because the world is a diverse and varied place, but it's not how the rules present the game and it's not the sort of thing the game supports. (Pure sim games like RQ and RM are better for "story" or "narrative" gaming than D&D, because they tend not to have all the fiddly minutiae of PC building that get in the way with D&D. 4e is something of an exception because most of the PC build elements - powers - can also be used, via p 42 and related improv guidelines, to play the sort of role that descriptors play in more standard narratively-oriented games.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7759645, member: 42582"] The idea that D&D is a "story game" or a "narrative first" game is one I find hard to credit. I mean, I'm sure there're are groups out there doing that, because the world is a diverse and varied place, but it's not how the rules present the game and it's not the sort of thing the game supports. (Pure sim games like RQ and RM are better for "story" or "narrative" gaming than D&D, because they tend not to have all the fiddly minutiae of PC building that get in the way with D&D. 4e is something of an exception because most of the PC build elements - powers - can also be used, via p 42 and related improv guidelines, to play the sort of role that descriptors play in more standard narratively-oriented games.) [/QUOTE]
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