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<blockquote data-quote="Arilyn" data-source="post: 8572862" data-attributes="member: 6816042"><p>Many games aren't sure exactly what they are beyond the ubiquitous"What is a Roleplaying Game? "section. Many designers don't go beyond this because they don't think they need to. This leads to games like 5e that are pretty fuzzy around the edges as it attempts to accommodate a variety of styles. </p><p></p><p>You can't argue with success but it does mean that it can be a frustrating game, that has become by default, the gateway game for a large percentage of hobbyists. A game with clear principles of play does usually avoid these problems brought up in the OP</p><p></p><p>Does this matter? For many players, probably not, to be honest. Fun is had and players leave their sessions hopefully looking forward to more adventure. For game designers and/or hobbyists wishing to do a deeper dive it's an important aspect of the game. Good game designers do ask these questions in order to make sure the rules support and encourage the type of play desired. </p><p></p><p>Even 5e can do this. Handiwork games brought out the excellent Beowulf supplement which proves it can be done. Like Pendragon, the heroes are questing because they are heroes and changes to the system make the game feel like Anglo Saxon legends. It's also a one player, one GM game, which works really well.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 8572862, member: 6816042"] Many games aren't sure exactly what they are beyond the ubiquitous"What is a Roleplaying Game? "section. Many designers don't go beyond this because they don't think they need to. This leads to games like 5e that are pretty fuzzy around the edges as it attempts to accommodate a variety of styles. You can't argue with success but it does mean that it can be a frustrating game, that has become by default, the gateway game for a large percentage of hobbyists. A game with clear principles of play does usually avoid these problems brought up in the OP Does this matter? For many players, probably not, to be honest. Fun is had and players leave their sessions hopefully looking forward to more adventure. For game designers and/or hobbyists wishing to do a deeper dive it's an important aspect of the game. Good game designers do ask these questions in order to make sure the rules support and encourage the type of play desired. Even 5e can do this. Handiwork games brought out the excellent Beowulf supplement which proves it can be done. Like Pendragon, the heroes are questing because they are heroes and changes to the system make the game feel like Anglo Saxon legends. It's also a one player, one GM game, which works really well. [/QUOTE]
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