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<blockquote data-quote="Ovinomancer" data-source="post: 7997102" data-attributes="member: 16814"><p>Sure, but I think it's useful to be careful about what gets painted. Talking about genre emulation is a good broad brush. Talking about what things a system prioritizes (which I think is analogous to your trajectory) is a good broad brush. Some care is useful, though.</p><p></p><p></p><p>I don't know that I can agree with this outside of D&D. Even, there, 3.x had the diplomancer and 4e actually had a pretty robust social resolution mechanic via skill challenges. Plus, there are a number of systems, even in the 80's, that operationalized social interaction much better than 5e does. </p><p></p><p>As for 5e, yes, it doesn't provide much for the social interaction pillar, but it claims to focus on that as one of the three main pillars of the game. So, at that point, either were ignoring the designer's own voice (which I think is valid) about what they considered important or we have to consider that maybe they though that what was provided was sufficiently on point. Probably something in the middle. I don't think the D&D community, writ large, is receptive to more codified social interaction because that involves binding stakes on the PCs. And, one of the only authorities afforded players in D&D is absolute control over PCs. One of the few explicit principles in 5e is that players say what PCs do. So, having social interactions that can bind players into a course of action is directly against a core authority in D&D and one of the few explicit principles.</p><p></p><p></p><p></p><p>Don't railroad.</p><p>Don't DMNPC.</p><p>Various good suggestions on how to run games.</p><p></p><p>None of these are really presented in the rules. Hinted at, maybe even given minimal mention, but not developed. Instead, there's a huge wealth of community generated principles for play that has developed. The designers probably didn't even consider these because, at this point, they're an ingrained part of the community.</p><p></p><p>Yup.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7997102, member: 16814"] Sure, but I think it's useful to be careful about what gets painted. Talking about genre emulation is a good broad brush. Talking about what things a system prioritizes (which I think is analogous to your trajectory) is a good broad brush. Some care is useful, though. I don't know that I can agree with this outside of D&D. Even, there, 3.x had the diplomancer and 4e actually had a pretty robust social resolution mechanic via skill challenges. Plus, there are a number of systems, even in the 80's, that operationalized social interaction much better than 5e does. As for 5e, yes, it doesn't provide much for the social interaction pillar, but it claims to focus on that as one of the three main pillars of the game. So, at that point, either were ignoring the designer's own voice (which I think is valid) about what they considered important or we have to consider that maybe they though that what was provided was sufficiently on point. Probably something in the middle. I don't think the D&D community, writ large, is receptive to more codified social interaction because that involves binding stakes on the PCs. And, one of the only authorities afforded players in D&D is absolute control over PCs. One of the few explicit principles in 5e is that players say what PCs do. So, having social interactions that can bind players into a course of action is directly against a core authority in D&D and one of the few explicit principles. Don't railroad. Don't DMNPC. Various good suggestions on how to run games. None of these are really presented in the rules. Hinted at, maybe even given minimal mention, but not developed. Instead, there's a huge wealth of community generated principles for play that has developed. The designers probably didn't even consider these because, at this point, they're an ingrained part of the community. Yup. [/QUOTE]
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