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General Tabletop Discussion
*Dungeons & Dragons
Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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<blockquote data-quote="Hussar" data-source="post: 8850544" data-attributes="member: 22779"><p>I do think there is a big element here that gets missed in these discussions about standardizing rules.</p><p></p><p>In 1981-1983, the overwhelming majority of play would be with people you knew. This was largely before the days of the FLGS (at least outside of major cities), and public play spaces were virtually unheard of. Yes, there was organized play, and convention play, but, again, that was very much the outlier. Most people didn't go to conventions and couldn't play with strangers.</p><p></p><p>Fast forward to today. Playing with strangers is a couple of button clicks away if you want to play online. Or, by and large, most places have a public play space somewhere within a reasonable distance. It's not unheard of now for people to belong to multiple play groups simultaneously, whereas, in the 80's, that just wasn't likely to happen. </p><p></p><p>I think that fact, more than anything else, has an enormous impact on the shift towards standardizing rules. 4e was designed the way it was because it used the RPGA as a model for how play would be presumed. You were supposed to be playing with strangers- even if that never actually came true.</p><p></p><p>But now? Now there are very, very large communities of players who only interact with other players during game time. They aren't friends in the conventional sense of someone you hang out with all the time. They are people you game with. Which tends to make groups very fluid as well. So, it does make a lot of sense to nail down some of the more commonly accessed rules, just to preclude all the, to use the term, Mother-May-I issues that come from playing with strangers.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8850544, member: 22779"] I do think there is a big element here that gets missed in these discussions about standardizing rules. In 1981-1983, the overwhelming majority of play would be with people you knew. This was largely before the days of the FLGS (at least outside of major cities), and public play spaces were virtually unheard of. Yes, there was organized play, and convention play, but, again, that was very much the outlier. Most people didn't go to conventions and couldn't play with strangers. Fast forward to today. Playing with strangers is a couple of button clicks away if you want to play online. Or, by and large, most places have a public play space somewhere within a reasonable distance. It's not unheard of now for people to belong to multiple play groups simultaneously, whereas, in the 80's, that just wasn't likely to happen. I think that fact, more than anything else, has an enormous impact on the shift towards standardizing rules. 4e was designed the way it was because it used the RPGA as a model for how play would be presumed. You were supposed to be playing with strangers- even if that never actually came true. But now? Now there are very, very large communities of players who only interact with other players during game time. They aren't friends in the conventional sense of someone you hang out with all the time. They are people you game with. Which tends to make groups very fluid as well. So, it does make a lot of sense to nail down some of the more commonly accessed rules, just to preclude all the, to use the term, Mother-May-I issues that come from playing with strangers. [/QUOTE]
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Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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