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Self-Defeating Rules in D&D
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<blockquote data-quote="Merlecory" data-source="post: 9752949" data-attributes="member: 7045536"><p>Re: Darkness</p><p></p><p>I think some of this could be ascribed to the medium being used. Most video games (horror being the chief counter-example) can't really use darkness because then the player can't see the game they are playing*. Same reason you don't see darkness (heh) used much in (non-horror) movies.</p><p></p><p>As I recall, the novelisation of <em>The Princess Bride</em> had Inigo and Fezzik descend into the zoo of death in complete darkness. Because books are word driven experiences, this works out fine. This scene doesn't exist in the movies, because no one could see. </p><p></p><p>This is perhaps a round about way of saying the medium of TTRPGs might be more capable of including darkness than other forms of media, they might not be a good touch point. </p><p></p><p>*Deep Rock Galactic does include light as a semi-important mechanic, and I have found it to cause some incredibly fun and emergent game play because of it. While each dwarf does get recharging flairs (and the scout gets a flair gun), there is always some low level concern about when you should use flairs, and enemies can close the distance when you are too conservative, or if you had over used them in a large cave system. <em>I think that DRG benefits from those tense moments, and D&D could too.</em></p></blockquote><p></p>
[QUOTE="Merlecory, post: 9752949, member: 7045536"] Re: Darkness I think some of this could be ascribed to the medium being used. Most video games (horror being the chief counter-example) can't really use darkness because then the player can't see the game they are playing*. Same reason you don't see darkness (heh) used much in (non-horror) movies. As I recall, the novelisation of [I]The Princess Bride[/I] had Inigo and Fezzik descend into the zoo of death in complete darkness. Because books are word driven experiences, this works out fine. This scene doesn't exist in the movies, because no one could see. This is perhaps a round about way of saying the medium of TTRPGs might be more capable of including darkness than other forms of media, they might not be a good touch point. *Deep Rock Galactic does include light as a semi-important mechanic, and I have found it to cause some incredibly fun and emergent game play because of it. While each dwarf does get recharging flairs (and the scout gets a flair gun), there is always some low level concern about when you should use flairs, and enemies can close the distance when you are too conservative, or if you had over used them in a large cave system. [I]I think that DRG benefits from those tense moments, and D&D could too.[/I] [/QUOTE]
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