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[revolution] Exactly WHY is d20 so great, comparing?
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<blockquote data-quote="Storm Gorm" data-source="post: 1171430" data-attributes="member: 14327"><p>The system does not matter, i agree in theory. On the other hand (that is: the pragmatic left hand) THE only thing that matters is inspiration. I think of this not only valid when it comes to story and the flesh of play, but also the skeleton, the system upon which the play rests. I would never have been able to play if i did not see potential for other types of games than bloodlust in d20 - potential to revolve the games focus entirely - which lead me to other systems instead, DnD scared me away for a while (before you people rescued me from this path of wretchedness, and i thank you again). </p><p></p><p>This is my point (to do this systematic - i tend to talk myself off to the ocean of nonsense, in english this is more nonsensical than in norwegian... i apologize, i cant help it): Since d20 DnD has an obvious focus on the "hack n' slash in the door" it is not good enough that d20 has room for much much more. If i were a real experienced player (steep learning curve in roleplaying i would say, and i have begun to see the light of what experience has to offer of insights), then this focus in DnD wouldnt matter, because i would understand that 1. it is merely a focus, and 2. i would have gathered enough inspiration for other types of gaming elsewhere. </p><p></p><p>But to newcomers, as i have been for two years now (gradually becoming more and more involved) - this has the most terrible of effects! It scares them off the scene, because they think- as so heartstabberingly many (people i know, at least) do - that DnD is/has ALL that there could be to offer in roleplaying.</p><p></p><p>I dont know of any way to solve this perfectly. However - it would help if the core books had (DONT arrest me with quotes!, damn you, then ill have to resist your arrest with counterquotes, and then the philosphical discourse is lit, and we're all doomed) more extreme variances of game types, it is, after all, NOT only made for Greyhawk, its supposed to be the rules core + a wardrobe of supplemental rules (pick what goes well together, and remember - dark in the fall, festive in the spring). Where Wizards have made a grand mistake, is when they stuck to one type of gaming, even when they tried to cover the spectrum of possibilities on so many other fronts (damnit, i wish i had DMG right now).</p><p></p><p>Ill stop now, still a bit dizzy from waking up.</p><p></p><p>"If you close the door, the night can last forever. Leave the sun shine out, and say hello to never. If you close the door, id never have to see the day again. Oh, someday i know someone'll look into my eyes, and say 'hellooo... youre my very special one'" - There, now im not the only one not having a cool "signature"</p></blockquote><p></p>
[QUOTE="Storm Gorm, post: 1171430, member: 14327"] The system does not matter, i agree in theory. On the other hand (that is: the pragmatic left hand) THE only thing that matters is inspiration. I think of this not only valid when it comes to story and the flesh of play, but also the skeleton, the system upon which the play rests. I would never have been able to play if i did not see potential for other types of games than bloodlust in d20 - potential to revolve the games focus entirely - which lead me to other systems instead, DnD scared me away for a while (before you people rescued me from this path of wretchedness, and i thank you again). This is my point (to do this systematic - i tend to talk myself off to the ocean of nonsense, in english this is more nonsensical than in norwegian... i apologize, i cant help it): Since d20 DnD has an obvious focus on the "hack n' slash in the door" it is not good enough that d20 has room for much much more. If i were a real experienced player (steep learning curve in roleplaying i would say, and i have begun to see the light of what experience has to offer of insights), then this focus in DnD wouldnt matter, because i would understand that 1. it is merely a focus, and 2. i would have gathered enough inspiration for other types of gaming elsewhere. But to newcomers, as i have been for two years now (gradually becoming more and more involved) - this has the most terrible of effects! It scares them off the scene, because they think- as so heartstabberingly many (people i know, at least) do - that DnD is/has ALL that there could be to offer in roleplaying. I dont know of any way to solve this perfectly. However - it would help if the core books had (DONT arrest me with quotes!, damn you, then ill have to resist your arrest with counterquotes, and then the philosphical discourse is lit, and we're all doomed) more extreme variances of game types, it is, after all, NOT only made for Greyhawk, its supposed to be the rules core + a wardrobe of supplemental rules (pick what goes well together, and remember - dark in the fall, festive in the spring). Where Wizards have made a grand mistake, is when they stuck to one type of gaming, even when they tried to cover the spectrum of possibilities on so many other fronts (damnit, i wish i had DMG right now). Ill stop now, still a bit dizzy from waking up. "If you close the door, the night can last forever. Leave the sun shine out, and say hello to never. If you close the door, id never have to see the day again. Oh, someday i know someone'll look into my eyes, and say 'hellooo... youre my very special one'" - There, now im not the only one not having a cool "signature" [/QUOTE]
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[revolution] Exactly WHY is d20 so great, comparing?
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