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Sometimes I feel like I'm the only one who doesn't care about numbers...
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<blockquote data-quote="Pickles JG" data-source="post: 6347869" data-attributes="member: 61501"><p>While that is unquestionably roleplaying I would argue that it is not D&D or at least it doesn not reflect the essence of D&D. I do not need a bunch of rule books to run that sort of game, I just need a bit of a story & player buy in. </p><p></p><p>When I buy rules I want them to provide something that I cannot just come up with on the fly. This ususally involves rich "fluff" & robust mechanics. If the fluff says one thing but the mechanics ie the numbers do not then this is irritating & makes the rules not fit for purpose (I am harsh on rules - but getting mellower <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />) If the setting is cool & I get inspired I will play a game without engaging with its mechanics - like your game above. I do not find these have the longevity of games that engage on multiple levels though. </p><p></p><p>This is why I am interested in the numbers, not just the ideas presented. </p><p></p><p>It is probably one reason I like 4e monster manual when loads of people hated it. I could draw on the rich flavour of the 2e books & apply it to the clean mechanical implementations in 4e. If I had only got the 4e I can see why people would have found it dry at best (as I did for things like Swordwings with no history in the game. )</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 6347869, member: 61501"] While that is unquestionably roleplaying I would argue that it is not D&D or at least it doesn not reflect the essence of D&D. I do not need a bunch of rule books to run that sort of game, I just need a bit of a story & player buy in. When I buy rules I want them to provide something that I cannot just come up with on the fly. This ususally involves rich "fluff" & robust mechanics. If the fluff says one thing but the mechanics ie the numbers do not then this is irritating & makes the rules not fit for purpose (I am harsh on rules - but getting mellower :)) If the setting is cool & I get inspired I will play a game without engaging with its mechanics - like your game above. I do not find these have the longevity of games that engage on multiple levels though. This is why I am interested in the numbers, not just the ideas presented. It is probably one reason I like 4e monster manual when loads of people hated it. I could draw on the rich flavour of the 2e books & apply it to the clean mechanical implementations in 4e. If I had only got the 4e I can see why people would have found it dry at best (as I did for things like Swordwings with no history in the game. ) [/QUOTE]
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