ruleslawyer
Registered User
I don't quite agree with you here. *Most* groups with which I've played D&D prefer an emphasis on RP and story elements to the combat side.RigaMortus2 said:I am a little skeptical at this. I think the majority of players will go w/ combat focused feats vs social ones. The appeal of D&D is the combat imho, not the social aspects. There are a ton of "storyteller-driven" RPGs out there for those who aren't interested in a lot of combat.
This actually brings up something I've been meaning to post about in general. While it's easy to look at the mechanics for D&D and say "Oh, yeah, this is basically a minis combat game with some extra role-playing fluff," the fact is that D&D has had quite a strong emphasis throughout its history on non-combat elements; the vast wealth of settings, story-based adventures, and the like that have evolved around the game (including stuff like Planescape and Ravenloft, in which combat was something that was usually more a dead end than a solution) has created a large section of the playing population that runs the game in more of a storyteller mode.
Indeed, the mechanics for social interaction in 3e may be dwarfed by the combat mechanics, but they're enough of a structure on which to build RPing adventures. More to the point, people played this way even when there *weren't* rules for social interaction or non-combat activities at all.
IMO, this is because of the strength of D&D's brand. Different RPGers have played D&D in widely divergent playstyles simply because D&D has always been the biggest brand on the block, and so it's easier to get a bunch of people together for a game of courtly intrigue using D&D than to, say, get everyone to learn Amber Diceless or Burning Wheel.
The mix-and-match element is something I appreciate about the experience of playing D&D, but unfortunately also something that has come to set up certain design expectations: Namely, the expectation that D&D can be shaped into all things for all people. The designers took a load off their backs when they created the OGL, allowing for the creation of rules-light, low-magic, gritty, pseudo-historical, etc. "D&D-like" games, but my guess is that they're trying to enable as many playstyles as possible within the context of the new edition.