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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="clearstream" data-source="post: 9684497" data-attributes="member: 71699"><p>In terms of designers' intent I agree with that. Even if what [USER=82106]@AbdulAlhazred[/USER] laid out, i.e. that</p><p></p><p style="margin-left: 20px">the overwhelming consideration was, say, Moorcockian order vs chaos. Everything the PCs do will relate to that, every goal they set, and every significant part of the fiction will bear on it. Even the traits and backstory of the characters will be in relation to this single question. </p> <p style="margin-left: 20px"></p><p>Could be said of Stormbringer. Illustratively, from the 4th edition</p><p></p><p style="margin-left: 20px">Everything has a reason for existing. It is either part of the natural history of the world, or a consequence of the great struggle between Law and Chaos. The ideal atmosphere for the GM to create is that great powers (Law and Chaos) are subtly manipulating their characters to set up the final great confrontation. The best means of doing this is to invest your adventures and campaigns with significance.</p> <p style="margin-left: 20px"></p><p>The designer seems to downplay the possibility that what would be significant would include addressing premises about Law and Chaos, when they write that their "original idea of how the game should be played" was that</p><p></p><p style="margin-left: 20px">The GM will only use Elric and other Moorcockian characters as background material. For example, the players may be adventuring in Dharijor and hear rumors of the sack of Imrryr from a passing sorcerer. A bunch of wildly different characters might get together to explore Eshmir and other unknown lands of the far east. Characters could find a dimensional gate and find themselves at the End of Time.</p> <p style="margin-left: 20px"></p><p>The text of the Stormbringer RPG overall -- seems open to choice: does a group want to make it all about addressing premises connected with Law vs. Chaos, or do they want to make it about appreciating The Young Kingdoms? What happens if they want to make it about appreciating the conflict of Law and Chaos? What to my reading is not concretely said by [USER=82106]@AbdulAlhazred[/USER] is how rules might <em>recognisably </em>demand (or encourage) addressing premises over appreciating a situation that contains them?</p><p></p><p>In relation to which, I wondered if you would identify any specific rules in Burning Wheel that demanded or encouraged that "poof, you're out of sim" that you described having upthread (where Aedhros's attitude to Alicia started to change)?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9684497, member: 71699"] In terms of designers' intent I agree with that. Even if what [USER=82106]@AbdulAlhazred[/USER] laid out, i.e. that [INDENT]the overwhelming consideration was, say, Moorcockian order vs chaos. Everything the PCs do will relate to that, every goal they set, and every significant part of the fiction will bear on it. Even the traits and backstory of the characters will be in relation to this single question. [/INDENT] [INDENT][/INDENT] Could be said of Stormbringer. Illustratively, from the 4th edition [INDENT]Everything has a reason for existing. It is either part of the natural history of the world, or a consequence of the great struggle between Law and Chaos. The ideal atmosphere for the GM to create is that great powers (Law and Chaos) are subtly manipulating their characters to set up the final great confrontation. The best means of doing this is to invest your adventures and campaigns with significance.[/INDENT] [INDENT][/INDENT] The designer seems to downplay the possibility that what would be significant would include addressing premises about Law and Chaos, when they write that their "original idea of how the game should be played" was that [INDENT]The GM will only use Elric and other Moorcockian characters as background material. For example, the players may be adventuring in Dharijor and hear rumors of the sack of Imrryr from a passing sorcerer. A bunch of wildly different characters might get together to explore Eshmir and other unknown lands of the far east. Characters could find a dimensional gate and find themselves at the End of Time.[/INDENT] [INDENT][/INDENT] The text of the Stormbringer RPG overall -- seems open to choice: does a group want to make it all about addressing premises connected with Law vs. Chaos, or do they want to make it about appreciating The Young Kingdoms? What happens if they want to make it about appreciating the conflict of Law and Chaos? What to my reading is not concretely said by [USER=82106]@AbdulAlhazred[/USER] is how rules might [I]recognisably [/I]demand (or encourage) addressing premises over appreciating a situation that contains them? In relation to which, I wondered if you would identify any specific rules in Burning Wheel that demanded or encouraged that "poof, you're out of sim" that you described having upthread (where Aedhros's attitude to Alicia started to change)? [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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