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General Tabletop Discussion
*Dungeons & Dragons
Some things I don't care for in the D&D culture
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<blockquote data-quote="El Mahdi" data-source="post: 6652900" data-attributes="member: 59506"><p>The thing I like the least in the D&D culture, is the baked in conceits of the game. Rather than the game being designed to be as generic as possible, it hard-coded many mechanics and assumptions into the game that are specifically not generic (vancian casting to name one, along with Tolkien-esque assumptions, good/evil-law/chaos axis, great-wheel, named spells, etc). Whether one is playing in an actual D&D campaign setting or not, the rules have always defined, to one degree or another, a specific setting or genre of its own - one I oft times find inconsistent with general fantasy. It wasn't as much of a problem for me in earlier editions. The simpler the rules were in earlier editions, the less prominent those conceits were. But as D&D matured and new iterations written, they were hard-coded into the rules more and more. 5E has stepped away from that a bit, though it did so through simplifying of rules rather than a conscious effort to be generic (they've succeeded at being Generic <em>D&D</em>, less successful at being Generic <em>Fantasy</em>). </p><p></p><p>All in all though, this is a pretty minor thing for me. Especially with 5E, I find it relaitively easy to houserule to a more generic type of fantasy (especially with 5E), and I enjoy tinkering with game rules. But D&D's momentum toward becoming its own genre has always been a little bit of an issue for me. I've always wanted D&D to be the rules that allow you to play any genre of fantasy; with the basic rules as generic as possible, and setting conceits presented only in supplemental setting or genre materials.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 6652900, member: 59506"] The thing I like the least in the D&D culture, is the baked in conceits of the game. Rather than the game being designed to be as generic as possible, it hard-coded many mechanics and assumptions into the game that are specifically not generic (vancian casting to name one, along with Tolkien-esque assumptions, good/evil-law/chaos axis, great-wheel, named spells, etc). Whether one is playing in an actual D&D campaign setting or not, the rules have always defined, to one degree or another, a specific setting or genre of its own - one I oft times find inconsistent with general fantasy. It wasn't as much of a problem for me in earlier editions. The simpler the rules were in earlier editions, the less prominent those conceits were. But as D&D matured and new iterations written, they were hard-coded into the rules more and more. 5E has stepped away from that a bit, though it did so through simplifying of rules rather than a conscious effort to be generic (they've succeeded at being Generic [I]D&D[/I], less successful at being Generic [I]Fantasy[/I]). All in all though, this is a pretty minor thing for me. Especially with 5E, I find it relaitively easy to houserule to a more generic type of fantasy (especially with 5E), and I enjoy tinkering with game rules. But D&D's momentum toward becoming its own genre has always been a little bit of an issue for me. I've always wanted D&D to be the rules that allow you to play any genre of fantasy; with the basic rules as generic as possible, and setting conceits presented only in supplemental setting or genre materials. [/QUOTE]
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