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<blockquote data-quote="Aldarc" data-source="post: 9058291" data-attributes="member: 5142"><p>I think that one of the reasons that there is so much resistance to the idea that "the rules and play of D&D mostly support combat" is that for ironically both detractors and apologetics of this argument, combat is implicitly regarded as a "vulgar" pillar of play (possibly for a variety of reasons) or even not a proper form of roleplaying. So by pointing out that most of D&D's rules are about combat, this is regarded as an implicit judgment on the game by detractors of D&D and a source of embarrassment for apologetists of D&D, the latter of whom may likewise prefer if their games weren't mostly combat.</p><p></p><p>This was just a thought that has occurred to me, as it seems to me like a lot of similar threads and past discussions almost view combat forming the bulk of rules as something that requires either condemnation or apologetics rather than embracing such games for what they are or even can be. </p><p></p><p></p><p>Sometimes rethinking the "pillars of play" feels a bit like making minor readjustments to Aristotle's categories of "vegetable, animal, or mineral" rather than actually questioning whether such a schema is necessary at all or an appropriate schema for classification. If we were to rethink the "pillars of play," I would begin by questioning whether "pillars of play" acts as a useful tool for describing the play focus.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9058291, member: 5142"] I think that one of the reasons that there is so much resistance to the idea that "the rules and play of D&D mostly support combat" is that for ironically both detractors and apologetics of this argument, combat is implicitly regarded as a "vulgar" pillar of play (possibly for a variety of reasons) or even not a proper form of roleplaying. So by pointing out that most of D&D's rules are about combat, this is regarded as an implicit judgment on the game by detractors of D&D and a source of embarrassment for apologetists of D&D, the latter of whom may likewise prefer if their games weren't mostly combat. This was just a thought that has occurred to me, as it seems to me like a lot of similar threads and past discussions almost view combat forming the bulk of rules as something that requires either condemnation or apologetics rather than embracing such games for what they are or even can be. Sometimes rethinking the "pillars of play" feels a bit like making minor readjustments to Aristotle's categories of "vegetable, animal, or mineral" rather than actually questioning whether such a schema is necessary at all or an appropriate schema for classification. If we were to rethink the "pillars of play," I would begin by questioning whether "pillars of play" acts as a useful tool for describing the play focus. [/QUOTE]
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