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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="howandwhy99" data-source="post: 6296014" data-attributes="member: 3192"><p>With the <u>Story vs. Game</u> question we get right to the heart of the hobby and the roots of D&D. Is the goal of the rules to support "good" storytelling or to place players in a defined space where they are to achieve objectives? </p><p></p><p>The game can't support both without being two fundamentally different things. </p><p></p><p>First, D&D as a game includes scoring, achieving objectives, enacting strategies and tactics, and, yes, winning and losing. Characters live and die at the whims of the dice, but the odds of those die rolls are determined within the game rules. Avoiding unnecessary risks and taking actions which lead to goals tied to scoring D&D Players can succeed, which is a kind of winning. </p><p></p><p>Second, D&D as a storytelling venture removes cooperation and competition for collaboration. The players on the proverbial basketball court are there to collectively perform a narrative for the surrounding audience. Anything that inhibits what makes good narratives is contradictory to the game. Instead every one of the rules exists to promote players to create a fiction of their own desire to be "included" with the fictions of others. The basketball players look at each other and ask "What would be the coolest thing to do next?" And the game rules support an entertainment the Harlem Globetrotters might epitomize. </p><p></p><p>Game play is a fundamentally different act than storytelling. Knowing what the players around the table of D&D want is going to be difficult for a activity that is attempting to be at least both at the same time if not more.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6296014, member: 3192"] With the [U]Story vs. Game[/U] question we get right to the heart of the hobby and the roots of D&D. Is the goal of the rules to support "good" storytelling or to place players in a defined space where they are to achieve objectives? The game can't support both without being two fundamentally different things. First, D&D as a game includes scoring, achieving objectives, enacting strategies and tactics, and, yes, winning and losing. Characters live and die at the whims of the dice, but the odds of those die rolls are determined within the game rules. Avoiding unnecessary risks and taking actions which lead to goals tied to scoring D&D Players can succeed, which is a kind of winning. Second, D&D as a storytelling venture removes cooperation and competition for collaboration. The players on the proverbial basketball court are there to collectively perform a narrative for the surrounding audience. Anything that inhibits what makes good narratives is contradictory to the game. Instead every one of the rules exists to promote players to create a fiction of their own desire to be "included" with the fictions of others. The basketball players look at each other and ask "What would be the coolest thing to do next?" And the game rules support an entertainment the Harlem Globetrotters might epitomize. Game play is a fundamentally different act than storytelling. Knowing what the players around the table of D&D want is going to be difficult for a activity that is attempting to be at least both at the same time if not more. [/QUOTE]
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