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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="clearstream" data-source="post: 7202264" data-attributes="member: 71699"><p>Why does D&D need to be a world simulation for its mechanics to impact world-building? Its mechanics are felt all through the shaping of each D&D world or to put it another way, show me a distinctly D&D world in which the mechanics don't play a large role in shaping that world. Could I suggest looking at some real examples of worlds and reflecting on all the places mechanics run through them. One tiny example - Wood Elves in Faerun can usually out run Lightfoot Halflings... because mechanics. Each time 100 knights ride out and 17 return, the mechanics tell us they weren't massacred by a single kobold, unless that kobold is Pun-Pun. The encounter tables for the region, and other similar guidelines, give us hints as to what happened.</p><p></p><p>What I believe is happening and possibly shaping your opinion is whether you understand D&D as linear or dynamic. All linear narratives - stories and scripts - can be accused of acausality. Event A doesn't cause event B, there is only a seeming of a relationship impsed by the author. Dynamic narratives - games - are causal. Event A causes event B because there is a dynamic that connects them. Hussar seems to take a resolutely linear approach.</p><p></p><p></p><p>Nicely put. I admire 5e for it's sophisticated, streamlined design, but it is burdened with disingenuous rulings. Things swept under the carpet or ruled according to a party line, rather than attention to sustaining good gameplay.</p><p></p><p></p><p>Also well put. I don't think they even really need to add an EP system. Supporting the DM with sidebars and "official" frequency modulation would likely do. However, there is some work in even that. For example, if you go to Gritty Realism, what happens about recovery of exhaustion? That's not hard to solve... but it should be solved by the paid <em>designers</em>.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7202264, member: 71699"] Why does D&D need to be a world simulation for its mechanics to impact world-building? Its mechanics are felt all through the shaping of each D&D world or to put it another way, show me a distinctly D&D world in which the mechanics don't play a large role in shaping that world. Could I suggest looking at some real examples of worlds and reflecting on all the places mechanics run through them. One tiny example - Wood Elves in Faerun can usually out run Lightfoot Halflings... because mechanics. Each time 100 knights ride out and 17 return, the mechanics tell us they weren't massacred by a single kobold, unless that kobold is Pun-Pun. The encounter tables for the region, and other similar guidelines, give us hints as to what happened. What I believe is happening and possibly shaping your opinion is whether you understand D&D as linear or dynamic. All linear narratives - stories and scripts - can be accused of acausality. Event A doesn't cause event B, there is only a seeming of a relationship impsed by the author. Dynamic narratives - games - are causal. Event A causes event B because there is a dynamic that connects them. Hussar seems to take a resolutely linear approach. Nicely put. I admire 5e for it's sophisticated, streamlined design, but it is burdened with disingenuous rulings. Things swept under the carpet or ruled according to a party line, rather than attention to sustaining good gameplay. Also well put. I don't think they even really need to add an EP system. Supporting the DM with sidebars and "official" frequency modulation would likely do. However, there is some work in even that. For example, if you go to Gritty Realism, what happens about recovery of exhaustion? That's not hard to solve... but it should be solved by the paid [I]designers[/I]. [/QUOTE]
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