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RPG Theory and D&D...and that WotC Survey
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<blockquote data-quote="Oofta" data-source="post: 8629808" data-attributes="member: 6801845"><p>I wasn't doing that. I was answering a very specific statement to which I thought personal experience was relevant. I'm not talking general game theory, I've given up on that. I was very specific that I was talking about my thoughts on inclusion of rules or lack therein. </p><p></p><p> I don't know how I can make it any clearer: D&D doesn't try to have rules for every aspect of what can happen in a campaign. In fact it goes out of it's way to encourage groups to make the game their own. It doesn't establish canon campaign concepts, tone or tropes outside of a very general "pseudo-medieval world of magic" general default (and it even gives options outside of that). </p><p></p><p>The decision to <em>not </em>include rules for certain aspects that people are likely to encounter compared to other games that do include them is very relevant to any conversation of game design.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8629808, member: 6801845"] I wasn't doing that. I was answering a very specific statement to which I thought personal experience was relevant. I'm not talking general game theory, I've given up on that. I was very specific that I was talking about my thoughts on inclusion of rules or lack therein. I don't know how I can make it any clearer: D&D doesn't try to have rules for every aspect of what can happen in a campaign. In fact it goes out of it's way to encourage groups to make the game their own. It doesn't establish canon campaign concepts, tone or tropes outside of a very general "pseudo-medieval world of magic" general default (and it even gives options outside of that). The decision to [I]not [/I]include rules for certain aspects that people are likely to encounter compared to other games that do include them is very relevant to any conversation of game design. [/QUOTE]
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