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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="hawkeyefan" data-source="post: 8447932" data-attributes="member: 6785785"><p>Yeah, that's very true for many games. And I don't think that most games are designed to delivery one specific experience every time.....even something like Lady Blackbird that has a specific set up will result in different things. </p><p></p><p>But look at modern D&D compared to the earliest editions. Those were pretty tight in scope. Things got much more broad with 2e. </p><p></p><p>So what I mean is if you took a sample of examples of play from Moldvay Basic and then from 5e, you'd see more similarity among the Moldvay basic. They'd all likely involve some kind of dungeon or other physical adventure site, a keyed map, and the PCs exploring that site and managing their resources as best as possible to navigate the obstacles there. There'd be variation of details, and even some variation of the overall structure, but that foundational experience would be recognizable as a common theme, I expect.</p><p></p><p>With 5e, you'd find more diversity among the play experiences, even if everyone was playing by the book, so to speak, without house rules and the like. You might see an example of play that would fit in with the Moldvay examples, then you'd see one that was a sandbox, then one that was linear, then one that's almost entirely handled through character portrayal and mechanics are barely ever brought to bear....and so on.</p><p></p><p></p><p></p><p>I think 5e allows for the broadest experience of play....among editions of D&D. </p><p></p><p>How broad does it really get? That's one of those fuzzy areas that I'm talking about. I mean, a 5e session could consist of literally no dice rolls, with the players simply declaring what their characters do, and the GM responding according to what he thinks the NPCs would do.....so something like a negotiation between the PCs and an NPC lord, or something. The duchy is in danger, and we have to convince the duke. That could be an entire session for the right play group. </p><p></p><p>Now, add to that the concept of house rules or people using older editions to shape how they play 5E....sometimes without even realizing they're doing it (I've done this)....and it can make the game hard to discuss in specific ways.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8447932, member: 6785785"] Yeah, that's very true for many games. And I don't think that most games are designed to delivery one specific experience every time.....even something like Lady Blackbird that has a specific set up will result in different things. But look at modern D&D compared to the earliest editions. Those were pretty tight in scope. Things got much more broad with 2e. So what I mean is if you took a sample of examples of play from Moldvay Basic and then from 5e, you'd see more similarity among the Moldvay basic. They'd all likely involve some kind of dungeon or other physical adventure site, a keyed map, and the PCs exploring that site and managing their resources as best as possible to navigate the obstacles there. There'd be variation of details, and even some variation of the overall structure, but that foundational experience would be recognizable as a common theme, I expect. With 5e, you'd find more diversity among the play experiences, even if everyone was playing by the book, so to speak, without house rules and the like. You might see an example of play that would fit in with the Moldvay examples, then you'd see one that was a sandbox, then one that was linear, then one that's almost entirely handled through character portrayal and mechanics are barely ever brought to bear....and so on. I think 5e allows for the broadest experience of play....among editions of D&D. How broad does it really get? That's one of those fuzzy areas that I'm talking about. I mean, a 5e session could consist of literally no dice rolls, with the players simply declaring what their characters do, and the GM responding according to what he thinks the NPCs would do.....so something like a negotiation between the PCs and an NPC lord, or something. The duchy is in danger, and we have to convince the duke. That could be an entire session for the right play group. Now, add to that the concept of house rules or people using older editions to shape how they play 5E....sometimes without even realizing they're doing it (I've done this)....and it can make the game hard to discuss in specific ways. [/QUOTE]
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