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<blockquote data-quote="Ovinomancer" data-source="post: 8358703" data-attributes="member: 16814"><p>Sigh, 5e isn't that flexible (nor is D&D in general). Everyone here is playing pretty much the same way, with small differences that are imagined to be large so that 5e is flexible enough to accommodate them. But, everyone is expecting the GM to drive the game, everyone is expecting the GM to be in charge and have the say, and everyone is fine with play constraints that are very tight on players and very loose on the GM. This latter is usually what's confused for flexibility -- the game's core mechanic is "GM decides" and so different decisions is viewed as those big difference and flexibility -- but the choices are still in a pretty small bubble of play for RPGs as a whole. The whole argument about house-rules and tinkering enabling flexibility is similarly mistaken -- 5e is going to be D&D unless you change a huge amount, and it's going to play pretty much the same way -- the GM decides. This isn't an actual feature of 5e, which hides it's core assumptions (look to resting and encounter building, which is tied deeply into classes) so that it's hard to make good changes without serious examination. It's as much of a feature of 5e as it is of Monopoly, which you can play like Risk with enough houserules. This is a feature of people. 5e doesn't help much.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8358703, member: 16814"] Sigh, 5e isn't that flexible (nor is D&D in general). Everyone here is playing pretty much the same way, with small differences that are imagined to be large so that 5e is flexible enough to accommodate them. But, everyone is expecting the GM to drive the game, everyone is expecting the GM to be in charge and have the say, and everyone is fine with play constraints that are very tight on players and very loose on the GM. This latter is usually what's confused for flexibility -- the game's core mechanic is "GM decides" and so different decisions is viewed as those big difference and flexibility -- but the choices are still in a pretty small bubble of play for RPGs as a whole. The whole argument about house-rules and tinkering enabling flexibility is similarly mistaken -- 5e is going to be D&D unless you change a huge amount, and it's going to play pretty much the same way -- the GM decides. This isn't an actual feature of 5e, which hides it's core assumptions (look to resting and encounter building, which is tied deeply into classes) so that it's hard to make good changes without serious examination. It's as much of a feature of 5e as it is of Monopoly, which you can play like Risk with enough houserules. This is a feature of people. 5e doesn't help much. [/QUOTE]
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