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<blockquote data-quote="Melan" data-source="post: 2448053" data-attributes="member: 1713"><p>Yeah, a lot of people played the game that way (the GenCon IX. dungeons, released by Judges Guild, are an interesting glimpse into this school of adventure writing). However, keep in mind that earlier D&D rulesets were by no means meant to be all-encompassing (not even 3e is, BTW), and only covered typical "adventuring activity", that is, things you can not adjudicate using your common sense. Since most people (gamers included <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) are at least marginally familiar with human interaction, there need be no hard and fast rules in this area. Few people see or participate in melee combat, and as far as I know, no one has been successful at spellcasting. Procedures for these activities are thus included in the rules. It was also expected of the DM to come up with new rules to cover glossed-over areas (thus the proliferation of the "can I jump the pit?" guidelines, even in official TSR material).</p><p></p><p>3e D&D is a comprehensive, integrated system that attempts to provide the DM with tools for every situation; it is only a matter of looking them up and/or extrapolating (witness the Jump skill in the PHB!). WRT social skills, I believe their inclusion (with the possible exception of Gather Information) was misguided. Some players indeed use them as an excuse not to play their characters. I do not claim (or even believe) that "true roleplaying" is a "superior" playing style, but I believe in challenging the players. Just like puzzles and combats are not abstracted to a single die roll, I believe interaction should rely on player input. This doesn't mean method acting is necessary (indeed, I don't like that stuff, myself), just a simple statement like "Sorry, Sir, we are transporting roast cats in that basket. We meant no harm, heh heh. Care for a bite?" -- and then the NPC replies and the PCs can resume their activities.</p></blockquote><p></p>
[QUOTE="Melan, post: 2448053, member: 1713"] Yeah, a lot of people played the game that way (the GenCon IX. dungeons, released by Judges Guild, are an interesting glimpse into this school of adventure writing). However, keep in mind that earlier D&D rulesets were by no means meant to be all-encompassing (not even 3e is, BTW), and only covered typical "adventuring activity", that is, things you can not adjudicate using your common sense. Since most people (gamers included ;) ) are at least marginally familiar with human interaction, there need be no hard and fast rules in this area. Few people see or participate in melee combat, and as far as I know, no one has been successful at spellcasting. Procedures for these activities are thus included in the rules. It was also expected of the DM to come up with new rules to cover glossed-over areas (thus the proliferation of the "can I jump the pit?" guidelines, even in official TSR material). 3e D&D is a comprehensive, integrated system that attempts to provide the DM with tools for every situation; it is only a matter of looking them up and/or extrapolating (witness the Jump skill in the PHB!). WRT social skills, I believe their inclusion (with the possible exception of Gather Information) was misguided. Some players indeed use them as an excuse not to play their characters. I do not claim (or even believe) that "true roleplaying" is a "superior" playing style, but I believe in challenging the players. Just like puzzles and combats are not abstracted to a single die roll, I believe interaction should rely on player input. This doesn't mean method acting is necessary (indeed, I don't like that stuff, myself), just a simple statement like "Sorry, Sir, we are transporting roast cats in that basket. We meant no harm, heh heh. Care for a bite?" -- and then the NPC replies and the PCs can resume their activities. [/QUOTE]
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