Maxperson
Morkus from Orkus
After reading [MENTION=22779]Hussar[/MENTION] 's recent second (and much clearer!) try at defining and explaining his viewpoint I think this time I can see where he's coming from.
With Monopoly or chess or most other games, what's in the box - rules and equipment - is enough to get you going and to play a complete game; reasonably ignoring for these purposes the occasional need for additional common equipment e.g. a pen and paper to keep score in some games.
With some RPGs, assuming TotM play, this is also true:
- those that come with a starter setting and-or adventure included in the initial box/book(s) e.g. the 5e starter box; and-or
- those that come with random dungeon and-or setting creation rules included e.g. the 1e DMG/PH/MM set of books.
With other RPGs, those that come with neither of the above, Hussar has a point: you can't play the game right out of the box/books using only what's provided. Someone - usually the DM - needs to by whatever means create a setting and-or adventure and-or background before play can begin.
Is this a big deal? No, at least not for me - I really don't care. But it not being a big deal doesn't mean Hussar is entirely wrong in what he says. The part I don't understand is why any of it matters.![]()
What RPGs don't tell the DM how to create or run(assuming no myth) a scenario?