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<blockquote data-quote="Cam Banks" data-source="post: 3041817" data-attributes="member: 3817"><p>What's interesting to me is that there's a vocal segment who harken back to the days when there was a lot more story and character development going on, before 3e introduced more complicated rules for everything.</p><p></p><p>It's been my observation that, in the past 10 years, roleplaying games <em>including D&D</em> have in fact spent a great deal of effort in promoting such things as an active approach to characterizations, opening up options for more interesting kinds of play, broadening the scope of what a character can do (and thereby providing a "menu" of choices that can lead to interesting stories), and so forth.</p><p></p><p>From a game that has grown from being the sort of table-chat you have over a combat simulation to one that, while keeping the hefty combat element, also praises and rewards diverse activity during the game, I think D&D has more than shown that it accomodates far more than it maybe once did.</p><p></p><p>Most of us remember what we liked the most about the game when we started, if we're "old-timers," and the people who're writing for the game now do, too. Even though starting a session with a fight may not be the best choice for every group or every game, it certainly brings the subject into focus. <em>Do something</em> with your time. It's a game, it should be entertaining and involve all of the players, so the action really needs to start from the beginning if at all possible.</p><p></p><p>Cheers,</p><p>Cam</p></blockquote><p></p>
[QUOTE="Cam Banks, post: 3041817, member: 3817"] What's interesting to me is that there's a vocal segment who harken back to the days when there was a lot more story and character development going on, before 3e introduced more complicated rules for everything. It's been my observation that, in the past 10 years, roleplaying games [I]including D&D[/I] have in fact spent a great deal of effort in promoting such things as an active approach to characterizations, opening up options for more interesting kinds of play, broadening the scope of what a character can do (and thereby providing a "menu" of choices that can lead to interesting stories), and so forth. From a game that has grown from being the sort of table-chat you have over a combat simulation to one that, while keeping the hefty combat element, also praises and rewards diverse activity during the game, I think D&D has more than shown that it accomodates far more than it maybe once did. Most of us remember what we liked the most about the game when we started, if we're "old-timers," and the people who're writing for the game now do, too. Even though starting a session with a fight may not be the best choice for every group or every game, it certainly brings the subject into focus. [I]Do something[/I] with your time. It's a game, it should be entertaining and involve all of the players, so the action really needs to start from the beginning if at all possible. Cheers, Cam [/QUOTE]
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