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<blockquote data-quote="The Shaman" data-source="post: 5295287" data-attributes="member: 26473"><p>Definitely - you could run a romantic-comedy game with <em>Chill</em> or <em>Call of Cthulhu</em> or <em>Shadowrun</em>, too, but I don't know that I would consider any of them a great medium for doing so, however.</p><p></p><p>I've heard gamers argue over the years that you can do anything with a roleplaying game because you can roleplay whatever elements you want without recourse to the rules - it's one of the arguments made for rules-light games, in my experience, and to some degree I agree with it. But I also feel that character development and the rewards system are good indicators of what the game does well, of the style of play which is most strongly supported. It's why I've moved away from generic systems toward systems which are a bit more purpose-built.I wonder how much of this was driven by the marketing apparatus of the game. My impression is that TSR <em>wanted</em> gamers to see <em>D&D</em> as a vehicle for everything under the sun, as a means of maintaining its place at the top of the heap: "Sure, you can do Arthurian romance with <em>D&D</em>! You don't need <em>Pendragon</em>!"</p><p></p><p>And as you noted, while it is <em>possible</em> to play the game that way, the game as written may not provide appropriate rewards without house ruling in something new.</p><p></p><p>I wonder if some of the virulence of the <strong><em>Edishun Warz!</em></strong> stems from the fact that each major iteration of <em>D&D</em> has changed the rewards system - and therefore one of the objectives of play - so distinctly.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5295287, member: 26473"] Definitely - you could run a romantic-comedy game with [i]Chill[/i] or [i]Call of Cthulhu[/i] or [i]Shadowrun[/i], too, but I don't know that I would consider any of them a great medium for doing so, however. I've heard gamers argue over the years that you can do anything with a roleplaying game because you can roleplay whatever elements you want without recourse to the rules - it's one of the arguments made for rules-light games, in my experience, and to some degree I agree with it. But I also feel that character development and the rewards system are good indicators of what the game does well, of the style of play which is most strongly supported. It's why I've moved away from generic systems toward systems which are a bit more purpose-built.I wonder how much of this was driven by the marketing apparatus of the game. My impression is that TSR [I]wanted[/I] gamers to see [i]D&D[/i] as a vehicle for everything under the sun, as a means of maintaining its place at the top of the heap: "Sure, you can do Arthurian romance with [i]D&D[/i]! You don't need [i]Pendragon[/i]!" And as you noted, while it is [I]possible[/I] to play the game that way, the game as written may not provide appropriate rewards without house ruling in something new. I wonder if some of the virulence of the [B][I]Edishun Warz![/I][/B] stems from the fact that each major iteration of [i]D&D[/i] has changed the rewards system - and therefore one of the objectives of play - so distinctly. [/QUOTE]
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