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So what's gold gonna be for?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 3838153" data-attributes="member: 94"><p>For all intents and purposes THERE IS NO EMPIRE BUILDING ELEMENT TO D&D. Any castle lording/empire building element to D&D is peripheral to its core design. <em>Very</em> peripheral.</p><p></p><p>One line on the 9th level fighter's advancement table does not a Lord make. Two or three pages of castle construction costs does not a fiefdom make.</p><p></p><p>Your subjective experience with the game simply does not square with objective reality.</p><p></p><p><strong>This is not an indictment of your playstyle.</strong></p><p></p><p>There are a few folks for whom this element of the game is important. From time to time a designer will revisit the subject, and a publisher might "take a gamble" every now and then with a product solely dedicated to this playstyle.</p><p></p><p>Birthright was the most ambitious attempt to cater the design to this playstyle. I will let that speak for itself.</p><p></p><p>You point me to any evidence you have that D&D is about empire building, and I will give you 10-to-1 evidence that it is about dungeon delving. </p><p></p><p>That's what the vast preponderance of the rules are designed for, it's what the vast preponderance of the published material supports, and it's how the vast preponderance of players play the game. </p><p></p><p>It is simply not open to debate. </p><p></p><p>You should take some pride in the fact that you have transcended the game for 30 years. Games such as yours (and others here, apparently) that transcend the game are typically lauded as a testament to the DM, and for good reason: because it's recognized that the DM has managed to make something more of the game than the rules easily support.</p><p></p><p>But that is no reason to hold on to a romanticized notion of what the game was and is designed and marketed for. </p><p></p><p>I refer you again to the ice carving/chainsaw analogy.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 3838153, member: 94"] For all intents and purposes THERE IS NO EMPIRE BUILDING ELEMENT TO D&D. Any castle lording/empire building element to D&D is peripheral to its core design. [i]Very[/i] peripheral. One line on the 9th level fighter's advancement table does not a Lord make. Two or three pages of castle construction costs does not a fiefdom make. Your subjective experience with the game simply does not square with objective reality. [b]This is not an indictment of your playstyle.[/b] There are a few folks for whom this element of the game is important. From time to time a designer will revisit the subject, and a publisher might "take a gamble" every now and then with a product solely dedicated to this playstyle. Birthright was the most ambitious attempt to cater the design to this playstyle. I will let that speak for itself. You point me to any evidence you have that D&D is about empire building, and I will give you 10-to-1 evidence that it is about dungeon delving. That's what the vast preponderance of the rules are designed for, it's what the vast preponderance of the published material supports, and it's how the vast preponderance of players play the game. It is simply not open to debate. You should take some pride in the fact that you have transcended the game for 30 years. Games such as yours (and others here, apparently) that transcend the game are typically lauded as a testament to the DM, and for good reason: because it's recognized that the DM has managed to make something more of the game than the rules easily support. But that is no reason to hold on to a romanticized notion of what the game was and is designed and marketed for. I refer you again to the ice carving/chainsaw analogy. [/QUOTE]
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