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Settings and stories the rules can't handle (or don't handle well)
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<blockquote data-quote="Argyle King" data-source="post: 5323504" data-attributes="member: 58416"><p>I used to agree with this before I branched out into different rpgs. To some extent I still do agree with it - you can tell any story you want, but I also disagree with it. Mechanics are the foundation upon which the story is built; as such, I believe that a change in mechanics can (and often does) give a different feel to the story. In some cases, it's very hard to tell a certain type of story with a certain type of mechanics.</p><p> </p><p>For an easy example, compare GURPS 4th Edition to D&D 4th Edition. The two games (in my opinion) take vastly different approaches to their mechanics and their gaming ideals upon which the systems are built. You could take the same exact story, run it once with each system, and wind up with two games which feel very different. </p><p> </p><p>I'll even go so far as to say that the same player playing the same character in the same situation would handle it differently depending upon system. The respective systems differ in not only how situations are handled, but they also differ in what they'll reward you for.</p><p> </p><p> </p><p>To answer the OP:</p><p> </p><p>What do I feel D&D does not do well?</p><p> </p><p>Realism would be the first thing which comes to mind. If I want to run a setting or a situation which feels more real or has a certain level of grit, I'm probably not going to be satisfied with D&D.</p><p> </p><p> </p><p>What do I feel D&D does very well?</p><p> </p><p>Mythic Fantasy and High Fantasy</p><p> </p><p>Supers - I can imagine running a super hero game with D&D 4E and having it feel right.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5323504, member: 58416"] I used to agree with this before I branched out into different rpgs. To some extent I still do agree with it - you can tell any story you want, but I also disagree with it. Mechanics are the foundation upon which the story is built; as such, I believe that a change in mechanics can (and often does) give a different feel to the story. In some cases, it's very hard to tell a certain type of story with a certain type of mechanics. For an easy example, compare GURPS 4th Edition to D&D 4th Edition. The two games (in my opinion) take vastly different approaches to their mechanics and their gaming ideals upon which the systems are built. You could take the same exact story, run it once with each system, and wind up with two games which feel very different. I'll even go so far as to say that the same player playing the same character in the same situation would handle it differently depending upon system. The respective systems differ in not only how situations are handled, but they also differ in what they'll reward you for. To answer the OP: What do I feel D&D does not do well? Realism would be the first thing which comes to mind. If I want to run a setting or a situation which feels more real or has a certain level of grit, I'm probably not going to be satisfied with D&D. What do I feel D&D does very well? Mythic Fantasy and High Fantasy Supers - I can imagine running a super hero game with D&D 4E and having it feel right. [/QUOTE]
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