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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="bloodtide" data-source="post: 9043485" data-attributes="member: 6684958"><p>This is what made D&D the #1 role playing game, and kept it there for a long time. Though maybe Hasbro/WotC will knock D&D down with "not 6E", but we will have to see.</p><p></p><p>Nearly Everyone that sat down to play D&D did so for the "out of the rules", "beyond the rules" or "outside the box" experience. Sure there are some die hards that play the game of "my character moves forward two squares and does the attack action". But most everyone else role plays beyond the rules.</p><p></p><p>And people started playing D&D beyond the rules back in the 70's, and in 50 years and many editions D&D has never added rules to cover all that stuff in the beyond. The best D&D has ever done is offer a tiny bit of helpfull suggestions. Like 5E has back grounds. You can pick the "criminal background" and get a "+1 when you do criminal stuff". But that is nothing. There are no "rules" for "acting like a criminal". There is no "I want my character to take Official Criminal Action One: Robbery on page 44". </p><p></p><p>The D&D rules don't even tell you what to do in the game. Sure, there are some vague suggestions....but that is it. The best the rules ever say on "what" to do in a game is "buy the offical WotC products". Say a dragon? Ok, sure. Explore a Dungeon? Go ahead. Fight a Kraken under the sea? Yup. Fight Dark Star Pirates in a Dark Matter Nebula? Yup. Tame a wild frontier and build a kingdom? Yup. Forge a peaceful alliance between men, elves and dwarves? Yup. Set up and run a Thieves guild? Yup. </p><p></p><p>And on and on and on to infinity.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9043485, member: 6684958"] This is what made D&D the #1 role playing game, and kept it there for a long time. Though maybe Hasbro/WotC will knock D&D down with "not 6E", but we will have to see. Nearly Everyone that sat down to play D&D did so for the "out of the rules", "beyond the rules" or "outside the box" experience. Sure there are some die hards that play the game of "my character moves forward two squares and does the attack action". But most everyone else role plays beyond the rules. And people started playing D&D beyond the rules back in the 70's, and in 50 years and many editions D&D has never added rules to cover all that stuff in the beyond. The best D&D has ever done is offer a tiny bit of helpfull suggestions. Like 5E has back grounds. You can pick the "criminal background" and get a "+1 when you do criminal stuff". But that is nothing. There are no "rules" for "acting like a criminal". There is no "I want my character to take Official Criminal Action One: Robbery on page 44". The D&D rules don't even tell you what to do in the game. Sure, there are some vague suggestions....but that is it. The best the rules ever say on "what" to do in a game is "buy the offical WotC products". Say a dragon? Ok, sure. Explore a Dungeon? Go ahead. Fight a Kraken under the sea? Yup. Fight Dark Star Pirates in a Dark Matter Nebula? Yup. Tame a wild frontier and build a kingdom? Yup. Forge a peaceful alliance between men, elves and dwarves? Yup. Set up and run a Thieves guild? Yup. And on and on and on to infinity. [/QUOTE]
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