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Merwin said it better than Schwalb
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<blockquote data-quote="Pickles JG" data-source="post: 6333637" data-attributes="member: 61501"><p>The whole article is a non sequitur. Anti-social optimisers who break rule systems are bad therefore D&D needs to be about stories Huh? </p><p></p><p>The thing is I don't need rules to make story based games. I need a bit of background & that's about it. </p><p>If I am using rule I would rather use robust rules that I can largely follow (including workable guidelines).</p><p></p><p>Mostly when I do not play D&D I play or run very "story based" games. EotE WFRP FATE or anything where the rules are not reliable enough to actually use. That applies to some extent to all of those except FATE which is designed for this sort of play so the adventures I run rend to have minimal interaction with the rule systems. </p><p></p><p>D&D has always been my crunchy combat heavy game. I do not remember any emphasis on Story in the 1e days. I do remember one of my friends telling me the reason he played it was because it had a huge complicated rulebook.</p><p></p><p>I am a half hearted optimiser. I choose obviously good options but I do not scour the books looking for funky combos. I like to optimise as I like to make the character my own (to some extent - obviously it's the designers too, to some extent). Of course there I can do this by characterisation but I don't need rules for that necessarily. The best characterisation <em>is </em>when the rules & the story elements mesh together to reinforce one another. I first got this from Runequest back in the early 80s, but 3e & especially 4e D&D let me do it too (possibly 2e - I skipped that).</p><p></p><p>People who say D&D is all about the story or the RP or the combat or the optimisation or the hanging out with your mates are doing it a disservice. It is all of those things & is diminished by the absence of or poverty in any of them.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 6333637, member: 61501"] The whole article is a non sequitur. Anti-social optimisers who break rule systems are bad therefore D&D needs to be about stories Huh? The thing is I don't need rules to make story based games. I need a bit of background & that's about it. If I am using rule I would rather use robust rules that I can largely follow (including workable guidelines). Mostly when I do not play D&D I play or run very "story based" games. EotE WFRP FATE or anything where the rules are not reliable enough to actually use. That applies to some extent to all of those except FATE which is designed for this sort of play so the adventures I run rend to have minimal interaction with the rule systems. D&D has always been my crunchy combat heavy game. I do not remember any emphasis on Story in the 1e days. I do remember one of my friends telling me the reason he played it was because it had a huge complicated rulebook. I am a half hearted optimiser. I choose obviously good options but I do not scour the books looking for funky combos. I like to optimise as I like to make the character my own (to some extent - obviously it's the designers too, to some extent). Of course there I can do this by characterisation but I don't need rules for that necessarily. The best characterisation [I]is [/I]when the rules & the story elements mesh together to reinforce one another. I first got this from Runequest back in the early 80s, but 3e & especially 4e D&D let me do it too (possibly 2e - I skipped that). People who say D&D is all about the story or the RP or the combat or the optimisation or the hanging out with your mates are doing it a disservice. It is all of those things & is diminished by the absence of or poverty in any of them. [/QUOTE]
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