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General Tabletop Discussion
*Dungeons & Dragons
On different tones and aesthetics in D&D
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<blockquote data-quote="jmartkdr2" data-source="post: 8207598" data-attributes="member: 7017304"><p>In my opinion, Dnd is only limited to being a "fantasy adventure" game, but can exist within very broad definitions of "fantasy" and "adventure", especially if you're willing to do some homebrewing.</p><p></p><p>The "adventure" part is the macro game loop: you go on adventures. (Enter dangerous area > face challenges > get rewards for overcoming challenges > rewards makes you better at facing challenges > go to more dangerous are with better rewards). Obviously you can do a lot of stuff beyond that, but if you're <em>not</em> doing that, the game system isn't helping you nearly as much. A game that's all about farm management can be done using 5e rules, but frankly most of the rules become chaff at that point. </p><p></p><p>The "challenges" are the main variable here: the rules do a lot to help you run combat challenges, and some to help you run a bunch of other kinds, but if you want to focus on something other than squad-level combat (ie army building) you may want to add some rules and you'll likely need to come up with a lot of target numbers. This is work: not hard or easy, but it can be a lot depending on how far away you get from the default assumptions. </p><p></p><p>The "fantasy" part is the content: races, monsters, classes, items, etc. The stuff you actually encounter in the game space. The default here isn't quite "generic fantasy" - it's "DnD fantasy", which is it's own thing that sits pretty close to the center of generic fantasy but has its own specific elements / is its own IP. But depending on how much homebrew content you're willing to make and/or find, you can do nearly anything that fits into the very broadest definition of fantasy - including most sci-fi. The only thing DnD does poorly is realism, although you can get a lot closer to realistic than the base content if you like. Again, it's not hard or easy, but the further you want to go the more work needs to be done. </p><p></p><p>(Although there's a lot of work already done out there in third party stuff and such. It's certainly easier to find homebrew than make it.)</p><p></p><p>Anywho: I personally don't have a preferred aesthetic, beyond 'something different from what I just did.' In fact, I'd really like to get away form the base DnD 'look' to do something more blatantly anime-inspired, but that's only going to be a desire until I actually do it a few times, at which point I'll be looking for something new again. I do like it much better when a campaign has a fairly consistent tone, but no one tone is best.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8207598, member: 7017304"] In my opinion, Dnd is only limited to being a "fantasy adventure" game, but can exist within very broad definitions of "fantasy" and "adventure", especially if you're willing to do some homebrewing. The "adventure" part is the macro game loop: you go on adventures. (Enter dangerous area > face challenges > get rewards for overcoming challenges > rewards makes you better at facing challenges > go to more dangerous are with better rewards). Obviously you can do a lot of stuff beyond that, but if you're [I]not[/I] doing that, the game system isn't helping you nearly as much. A game that's all about farm management can be done using 5e rules, but frankly most of the rules become chaff at that point. The "challenges" are the main variable here: the rules do a lot to help you run combat challenges, and some to help you run a bunch of other kinds, but if you want to focus on something other than squad-level combat (ie army building) you may want to add some rules and you'll likely need to come up with a lot of target numbers. This is work: not hard or easy, but it can be a lot depending on how far away you get from the default assumptions. The "fantasy" part is the content: races, monsters, classes, items, etc. The stuff you actually encounter in the game space. The default here isn't quite "generic fantasy" - it's "DnD fantasy", which is it's own thing that sits pretty close to the center of generic fantasy but has its own specific elements / is its own IP. But depending on how much homebrew content you're willing to make and/or find, you can do nearly anything that fits into the very broadest definition of fantasy - including most sci-fi. The only thing DnD does poorly is realism, although you can get a lot closer to realistic than the base content if you like. Again, it's not hard or easy, but the further you want to go the more work needs to be done. (Although there's a lot of work already done out there in third party stuff and such. It's certainly easier to find homebrew than make it.) Anywho: I personally don't have a preferred aesthetic, beyond 'something different from what I just did.' In fact, I'd really like to get away form the base DnD 'look' to do something more blatantly anime-inspired, but that's only going to be a desire until I actually do it a few times, at which point I'll be looking for something new again. I do like it much better when a campaign has a fairly consistent tone, but no one tone is best. [/QUOTE]
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