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<blockquote data-quote="overgeeked" data-source="post: 9055881" data-attributes="member: 86653"><p>Yep. It's way, way more than half though.</p><p></p><p>Hell, a lot of players seem to think even rolling the d20 to talk to the goblin is a waste of time.</p><p></p><p>I have. Quite frequently, in fact. Whenever I've played or run any WotC edition of D&D I have tables filled with people who insist that the only thing that matters is the RAW, if it's not on the character sheet it might as well not exist as an option, utterly refuse to do anything that's "suboptimal," etc. It's honestly maddening, which is why I've gone back to TSR-era D&D, OSR, and NuSR games instead. The people in those circles at least understand that RPGs are not video games and will try to solve problems with their heads instead of charging in and throwing dice at it.</p><p></p><p>No, but it is a logical conclusion to draw from your premise. According to you, we can't look to the game's mechanics to discover what a game is about, but we can look to the designers declared intent, which is weird because having talked with and worked with some designers, they don't always know what their game is about. Because they say one thing while the game's mechanics point another direction. If a designer says their game is all about friendship but all the mechanics point to murder-filled post-apocalyptic races in the vein of Death Race...there's a huge problem. Yes, this example is based on an actual conversation with an actual designer. </p><p></p><p>Like with a book. You can say it's about whatever you want, but if you spend 100,000 words all on death, blood, violence, and nastiness, you're fooling yourself if you think it's about love, family, and friends...when the only family and friends in the book are all murdering each other.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9055881, member: 86653"] Yep. It's way, way more than half though. Hell, a lot of players seem to think even rolling the d20 to talk to the goblin is a waste of time. I have. Quite frequently, in fact. Whenever I've played or run any WotC edition of D&D I have tables filled with people who insist that the only thing that matters is the RAW, if it's not on the character sheet it might as well not exist as an option, utterly refuse to do anything that's "suboptimal," etc. It's honestly maddening, which is why I've gone back to TSR-era D&D, OSR, and NuSR games instead. The people in those circles at least understand that RPGs are not video games and will try to solve problems with their heads instead of charging in and throwing dice at it. No, but it is a logical conclusion to draw from your premise. According to you, we can't look to the game's mechanics to discover what a game is about, but we can look to the designers declared intent, which is weird because having talked with and worked with some designers, they don't always know what their game is about. Because they say one thing while the game's mechanics point another direction. If a designer says their game is all about friendship but all the mechanics point to murder-filled post-apocalyptic races in the vein of Death Race...there's a huge problem. Yes, this example is based on an actual conversation with an actual designer. Like with a book. You can say it's about whatever you want, but if you spend 100,000 words all on death, blood, violence, and nastiness, you're fooling yourself if you think it's about love, family, and friends...when the only family and friends in the book are all murdering each other. [/QUOTE]
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