Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Should game designers remain neutral when designing D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 6255486" data-attributes="member: 1210"><p>I disagree with the premise that a game should be designed to be as system-neutral as possible. Look at, for example, the World of Darkness games. Strip the White Wolf playstyle out, and you have.... not World of Darkness. </p><p></p><p>I think we, as D&D players, are in a weird, special position, because D&D was the first RPG. It's what most of us cut our teeth on, and because of that, we all want it to appeal to us. In addition, all the talk about supporting all playstyles has led us to expect a style-neutral game from 5e. </p><p></p><p>However, I don't know that it's possible to completely strip playstyle from a game. I'm a huge advocate of supporting multiple playstyles, but I think the base game WILL have an inherent implied playstyle simply because any combination of rules implies an inherent playstyle. What I hope is that the implied playstyle is <em>only lightly</em> implied and easily changed. </p><p></p><p>The whole "hard to die" issue that XunValdorl_of_Kilsek is focused on is one area where I think, to succeed, 5e MUST be extremely customizable. There are lots of high-lethality groups. There are lots of low-lethality groups. There are even lots of NO-lethality groups! I don't care where the default is set, as long as the "dial" that lets me set the game's lethality is sufficiently flexible, and I'm pretty sure that the designers are very aware of it. (At least I hope so!)</p><p></p><p></p><p></p><p>For the record, for well over a decade I have considered and proclaimed my D&D campaign my favorite art form. So I disagree here- but this is absolutely a subjective thing, so think of this as a difference in perspective rather than an argument or assertion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>This is an interesting issue. I assume- as it sounds like you do- that the comment about 'diceless' as a playstyle was referring to resolving things without dice, including combat issues. I'll agree that in that case it's <em>generally</em> an issue of mechanics, not style. </p><p></p><p>OTOH whoever said "but 3 sessions without rolling!" is talking about a distinct playstyle- it's not "truly" diceless, but rather <em>usually</em> diceless, because these groups do roll the dice when the rules call for it; it's just that those circumstances (e.g. combat) almost never arise. </p><p></p><p>If we're going to call that a "diceless playstyle", okay, 5e should support that... but I wouldn't use "diceless" to describe it.</p><p></p><p></p><p></p><p>Mostly agreed (although you certainly don't have to jump through hoops to die in MY 4e campaign! - at least, not until epic levels, when death is designed to be a speed bump).</p><p></p><p>Sticking to the lethality/healing topic, I really don't much like the 5e take on Hit Dice. (The full recovery on long rest thing bothers me in 4e, too.) Systems that modify lethality by working with HD are likely to remain too heavy-healing for me. I just ran a couple of 1e games, and the old "1 hit point per day" was extremely refreshing. I <em>like</em> lingering wounds. I <em>like</em> that the pcs sometimes need to rest up for a while. A Hit Dice-based system <em>may</em> be able to appeal to me if set up correctly, but we'll see what it looks like in the end.</p><p></p><p></p><p></p><p>I don't know- I'd argue that even a game that tries to set its rules as a world-describing set of fantasy physics, which is what I thought 3e did (and did pretty well), implies a playstyle. Heck, even if you use the actual laws of physics, they imply a certain playstyle- certainly not the heroic "My 10th level fighter will jump down a 50' shaft and attack" playstyle that D&D usually employs.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6255486, member: 1210"] I disagree with the premise that a game should be designed to be as system-neutral as possible. Look at, for example, the World of Darkness games. Strip the White Wolf playstyle out, and you have.... not World of Darkness. I think we, as D&D players, are in a weird, special position, because D&D was the first RPG. It's what most of us cut our teeth on, and because of that, we all want it to appeal to us. In addition, all the talk about supporting all playstyles has led us to expect a style-neutral game from 5e. However, I don't know that it's possible to completely strip playstyle from a game. I'm a huge advocate of supporting multiple playstyles, but I think the base game WILL have an inherent implied playstyle simply because any combination of rules implies an inherent playstyle. What I hope is that the implied playstyle is [i]only lightly[/i] implied and easily changed. The whole "hard to die" issue that XunValdorl_of_Kilsek is focused on is one area where I think, to succeed, 5e MUST be extremely customizable. There are lots of high-lethality groups. There are lots of low-lethality groups. There are even lots of NO-lethality groups! I don't care where the default is set, as long as the "dial" that lets me set the game's lethality is sufficiently flexible, and I'm pretty sure that the designers are very aware of it. (At least I hope so!) For the record, for well over a decade I have considered and proclaimed my D&D campaign my favorite art form. So I disagree here- but this is absolutely a subjective thing, so think of this as a difference in perspective rather than an argument or assertion. :) This is an interesting issue. I assume- as it sounds like you do- that the comment about 'diceless' as a playstyle was referring to resolving things without dice, including combat issues. I'll agree that in that case it's [i]generally[/i] an issue of mechanics, not style. OTOH whoever said "but 3 sessions without rolling!" is talking about a distinct playstyle- it's not "truly" diceless, but rather [i]usually[/i] diceless, because these groups do roll the dice when the rules call for it; it's just that those circumstances (e.g. combat) almost never arise. If we're going to call that a "diceless playstyle", okay, 5e should support that... but I wouldn't use "diceless" to describe it. Mostly agreed (although you certainly don't have to jump through hoops to die in MY 4e campaign! - at least, not until epic levels, when death is designed to be a speed bump). Sticking to the lethality/healing topic, I really don't much like the 5e take on Hit Dice. (The full recovery on long rest thing bothers me in 4e, too.) Systems that modify lethality by working with HD are likely to remain too heavy-healing for me. I just ran a couple of 1e games, and the old "1 hit point per day" was extremely refreshing. I [i]like[/i] lingering wounds. I [i]like[/i] that the pcs sometimes need to rest up for a while. A Hit Dice-based system [i]may[/i] be able to appeal to me if set up correctly, but we'll see what it looks like in the end. I don't know- I'd argue that even a game that tries to set its rules as a world-describing set of fantasy physics, which is what I thought 3e did (and did pretty well), implies a playstyle. Heck, even if you use the actual laws of physics, they imply a certain playstyle- certainly not the heroic "My 10th level fighter will jump down a 50' shaft and attack" playstyle that D&D usually employs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Should game designers remain neutral when designing D&D?
Top