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*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="robertsconley" data-source="post: 9651613" data-attributes="member: 13383"><p>I’ll be straight with you, I’ll answer your question, but I do want to point out something first. The way it’s phrased feels like it assumes I don’t accept other valid playstyles unless I say so here. That makes it harder to write a clean answer. I’m not upset, but I think it’s important to explain where I’m coming from before continuing.</p><p></p><p></p><p>Sure, but focusing on that misses the larger point I was making.</p><p></p><p></p><p>I think we’re both successful in producing the same kind of feeling for our players—mystery, weight, discovery, and character engagement. But that doesn’t mean our approaches are the same.</p><p></p><p>Upthread, I went into detail about how I accomplish this in my Living World sandbox campaigns: how prep, impartial adjudication, a consistent world state, and emergent consequences support that feeling. I also analyzed how Torchbearer accomplishes this differently, like with conflict-driven mechanics.</p><p></p><p>With your approach, I see the <strong>effect</strong> you’re describing, but I don’t yet have a clear picture of the <strong>process</strong> that produces it. If you’ve already laid that out and I missed it, my apologies. But if you walk me through what it is you do, I think we could pinpoint where our methods differ and what the consequences of those differences are, like I did with Torchbearer.</p><p></p><p>And to touch on your initial comments, I firmly believe that when it comes to creativity, different techniques aren’t inherently good, neutral, or bad, they simply have consequences. If the consequences of a given approach or mechanic strengthen your creative goals, then that’s a success, regardless of the form it takes.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9651613, member: 13383"] I’ll be straight with you, I’ll answer your question, but I do want to point out something first. The way it’s phrased feels like it assumes I don’t accept other valid playstyles unless I say so here. That makes it harder to write a clean answer. I’m not upset, but I think it’s important to explain where I’m coming from before continuing. Sure, but focusing on that misses the larger point I was making. I think we’re both successful in producing the same kind of feeling for our players—mystery, weight, discovery, and character engagement. But that doesn’t mean our approaches are the same. Upthread, I went into detail about how I accomplish this in my Living World sandbox campaigns: how prep, impartial adjudication, a consistent world state, and emergent consequences support that feeling. I also analyzed how Torchbearer accomplishes this differently, like with conflict-driven mechanics. With your approach, I see the [B]effect[/B] you’re describing, but I don’t yet have a clear picture of the [B]process[/B] that produces it. If you’ve already laid that out and I missed it, my apologies. But if you walk me through what it is you do, I think we could pinpoint where our methods differ and what the consequences of those differences are, like I did with Torchbearer. And to touch on your initial comments, I firmly believe that when it comes to creativity, different techniques aren’t inherently good, neutral, or bad, they simply have consequences. If the consequences of a given approach or mechanic strengthen your creative goals, then that’s a success, regardless of the form it takes. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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