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Pros and Cons of going mainstream
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<blockquote data-quote="Luce" data-source="post: 6052058" data-attributes="member: 29760"><p>You win a video game by fulfilling a condition the programmer set, not necessary the way he expected. "Make sure the NPC is not killed by enemies while going to floor X" -></p><p>"Sure, I will kill him myself." While not what the programmer expected, the NPC cannot be killed, is in your party when you get to X. Quest done.</p><p></p><p>"Bring me that kender alive." Go find kender, kill kender, carry body back, resurrect. Done. Bit expensive but much better then enduring a long journey with kender in tow.</p><p></p><p>Video Games can have bugs and exploits. Hex editing saves anyone?</p><p></p><p>In contrast a DM being there in person is more likely to be able to adjudicate spontaneous solutions.</p><p>"Bring me the head of so and so general." -> Sure, along with the rest of his living body and an army for just deserts. </p><p></p><p>"Make sure he stops breathing" -> Do I have a necklace of adaption and if not where can I get one fast?</p><p></p><p> I would agree that a well written game can make a DM role as a referee easier, I just consider too much rules can be detrimental to the DM's ability (due to set expectations) to customize the game to his group in attempt to provide better experience (fun). Now what that limit is can vary from group to group.</p><p>What I am trying to say is that RAW is not the only way to have fun. In fact while i find the rules as a great place to start eventually I like to make the game my own by introducing my own (personal and group) idiosyncrasies in the rules.</p><p></p><p>I do however feel that we are getting sidetracked from the points I was trying to have a discussion on:</p><p>How has the game changed in the process of becoming a staple?</p><p>The article contents that there are changes and that EGG in '79 states:</p><p>"Americans have somehow come to equate change with improvement. Somehow the school of continuing evolution has conceived that D&D can go on in a state of flux, each new version ‘new and improved!’ From a standpoint of sales, I beam broadly at the very thought of an unending string of new, improved, super, energized, versions of D&D being hyped to the loyal followers of the gaming hobby in general and role playing fantasy games in particular. As a game designer I do not agree, particularly as a gamer who began with chess….I envision only minor expansions and some rules amending on a gradual, edition to edition, basis"</p><p></p><p>Personally I do think the game has strives to improve from one edition to the next. However, at the same time I also feel that the direction of the game has changed. There are multiple factors driving the change:</p><p>the Internet, society becoming less fundamentalist, change in fantasy tropes and emergence of new ones, different classics. For example, I find 2ed closest to my ideal not because it is the perfect game but because it fit closest out of the box with the feelings I get from the novels that had most influence (imprinting even) during my early teens.</p></blockquote><p></p>
[QUOTE="Luce, post: 6052058, member: 29760"] You win a video game by fulfilling a condition the programmer set, not necessary the way he expected. "Make sure the NPC is not killed by enemies while going to floor X" -> "Sure, I will kill him myself." While not what the programmer expected, the NPC cannot be killed, is in your party when you get to X. Quest done. "Bring me that kender alive." Go find kender, kill kender, carry body back, resurrect. Done. Bit expensive but much better then enduring a long journey with kender in tow. Video Games can have bugs and exploits. Hex editing saves anyone? In contrast a DM being there in person is more likely to be able to adjudicate spontaneous solutions. "Bring me the head of so and so general." -> Sure, along with the rest of his living body and an army for just deserts. "Make sure he stops breathing" -> Do I have a necklace of adaption and if not where can I get one fast? I would agree that a well written game can make a DM role as a referee easier, I just consider too much rules can be detrimental to the DM's ability (due to set expectations) to customize the game to his group in attempt to provide better experience (fun). Now what that limit is can vary from group to group. What I am trying to say is that RAW is not the only way to have fun. In fact while i find the rules as a great place to start eventually I like to make the game my own by introducing my own (personal and group) idiosyncrasies in the rules. I do however feel that we are getting sidetracked from the points I was trying to have a discussion on: How has the game changed in the process of becoming a staple? The article contents that there are changes and that EGG in '79 states: "Americans have somehow come to equate change with improvement. Somehow the school of continuing evolution has conceived that D&D can go on in a state of flux, each new version ‘new and improved!’ From a standpoint of sales, I beam broadly at the very thought of an unending string of new, improved, super, energized, versions of D&D being hyped to the loyal followers of the gaming hobby in general and role playing fantasy games in particular. As a game designer I do not agree, particularly as a gamer who began with chess….I envision only minor expansions and some rules amending on a gradual, edition to edition, basis" Personally I do think the game has strives to improve from one edition to the next. However, at the same time I also feel that the direction of the game has changed. There are multiple factors driving the change: the Internet, society becoming less fundamentalist, change in fantasy tropes and emergence of new ones, different classics. For example, I find 2ed closest to my ideal not because it is the perfect game but because it fit closest out of the box with the feelings I get from the novels that had most influence (imprinting even) during my early teens. [/QUOTE]
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