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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AlViking" data-source="post: 9703222" data-attributes="member: 6906980"><p>Despite my better judgement, I would just point out that this is just one example where the rules read like an instruction manual than a toolbox of rules to me (bold added).</p><p> </p><p style="margin-left: 20px">Think dangerous</p> <p style="margin-left: 20px">Everything in the world is a target. You’re thinking like an evil overlord: no single life is worth anything and there is nothing sacrosanct. Everything can be put in danger, everything can be destroyed. Nothing you create is ever protected. Whenever your eye falls on something you’ve created,<strong> think how it can be put in danger, fall apart or crumble</strong>. The world changes. <strong>Without the characters’ intervention, it changes for the worse</strong></p><p></p><p>Since I run a sandbox campaign the world exists outside of the characters. Bad things may happen, good things may happen, completely neutral things may happen and would continue to happen without the intervention of the characters. The world does not revolve around the characters and if they fail, they fail. The world ticks on. The characters may make the world a better place, at least in the short term, they may just decide to ignore that looming evil and head off into parts unknown. In other people's games the characters could be aiming to be the evil overlords.</p><p></p><p>I don't think in terms of setting up the game to make the world worse unless the characters intervene, I think of what the various factions want and how they interact. Quite frequently if the characters don't intervene the status quo will just continue on. The slavers may still kidnap people off the street, but they aren't kidnapping any more than they used to, it doesn't get worse because the characters didn't intervene. Or perhaps someone else takes out the slavers but at a higher cost than if the characters had done it.</p><p></p><p>Obviously I could ignore all the rules I don't like, all the restrictions I don't want, don't respond with strong and soft moves because I want to think through the repercussions and reactions instead of following a prescribed level of response, but at a certain point why am I even using this game in the first place? Don't even get me started on things like Discern Realities or why call an attack "Hack and Slash" or any number of other things.</p><p></p><p>Despite what I just said, I don't think it's a bad game and I'm sure that for some people it's the cat's meow. It's just not the game for me.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9703222, member: 6906980"] Despite my better judgement, I would just point out that this is just one example where the rules read like an instruction manual than a toolbox of rules to me (bold added). [INDENT]Think dangerous[/INDENT] [INDENT]Everything in the world is a target. You’re thinking like an evil overlord: no single life is worth anything and there is nothing sacrosanct. Everything can be put in danger, everything can be destroyed. Nothing you create is ever protected. Whenever your eye falls on something you’ve created,[B] think how it can be put in danger, fall apart or crumble[/B]. The world changes. [B]Without the characters’ intervention, it changes for the worse[/B][/INDENT] Since I run a sandbox campaign the world exists outside of the characters. Bad things may happen, good things may happen, completely neutral things may happen and would continue to happen without the intervention of the characters. The world does not revolve around the characters and if they fail, they fail. The world ticks on. The characters may make the world a better place, at least in the short term, they may just decide to ignore that looming evil and head off into parts unknown. In other people's games the characters could be aiming to be the evil overlords. I don't think in terms of setting up the game to make the world worse unless the characters intervene, I think of what the various factions want and how they interact. Quite frequently if the characters don't intervene the status quo will just continue on. The slavers may still kidnap people off the street, but they aren't kidnapping any more than they used to, it doesn't get worse because the characters didn't intervene. Or perhaps someone else takes out the slavers but at a higher cost than if the characters had done it. Obviously I could ignore all the rules I don't like, all the restrictions I don't want, don't respond with strong and soft moves because I want to think through the repercussions and reactions instead of following a prescribed level of response, but at a certain point why am I even using this game in the first place? Don't even get me started on things like Discern Realities or why call an attack "Hack and Slash" or any number of other things. Despite what I just said, I don't think it's a bad game and I'm sure that for some people it's the cat's meow. It's just not the game for me. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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