EzekielRaiden
Follower of the Way
So: D&D teaches us to be violent?Yes. It teaches that is the way to do win, just as The Prisoner's Dilemma is set up to make a certain behaviour optimal.
So: D&D teaches us to be violent?Yes. It teaches that is the way to do win, just as The Prisoner's Dilemma is set up to make a certain behaviour optimal.
Yes. It teaches that is the way to do win, just as The Prisoner's Dilemma is set up to make a certain behaviour optimal.
There is no such thing as an apolitical political simulation game, because unlike the real world the game designers set the parameters.
If, in your game, "each innocent life saved earns you ten years off purgatory", then you are promoting a different winning strategy to "buy up all the property you can".
The issue is that it took a decade but they knew but did nothing out of 2 sources of greed,SHOCKING NEWS ... AFTER A DECADE MINOR IMPROVEMENTS TO THE D&D BOOKS WILL BE MADE ... NEWS AT 11 ... REPEAT ... SHOCKING NEWS ...
And if the system doesn't oppose these things then it by default supports them, as in this case doing nothing is (tacit, passive) support under the mantra of "you can do it until a rule says you can't".That would be a good example of a system that actually supports that style of play. A game that lacks a social combat system does not really support social interaction all that well, no? If social interaction is simply freeform, then that system isn't supporting anything. Which isn't to say you cannot do these things freeform. That's obviously true.
The absence of system is not in itself a system? Can't agree on that one.I'm arguing about the point that the SYSTEM is supporting play. Freeform is not a system.
Some days I think this pretty much sums up the entire forum.I think we are taking the game way too seriously here.
Again: no, it does not. Simply not getting in the way cannot possibly be "support," whether passive or active. It's simply permitting.And if the system doesn't oppose these things then it by default supports them, as in this case doing nothing is (tacit, passive) support under the mantra of "you can do it until a rule says you can't".
Sure! That's what we call opposing.This is in stark contrast to, say, 3e which ran more under the "you can't do it unless a rule says you can" banner.
Correct: it is not in itself a system. Unlike choice, where you are embarked (the absence of a choice certainly is still a choice), the absence of a system is not a system. It's simply existing. There are plenty of things that work like that. The absence of nutrients is not itself a nutrient. The absence of a pattern is not itself a pattern (a truth the entire field of statistics depends upon). The absence of a meal is not itself a meal.The absence of system is not in itself a system? Can't agree on that one.
That would be a good example of a system that actually supports that style of play. A game that lacks a social combat system does not really support social interaction all that well, no? If social interaction is simply freeform, then that system isn't supporting anything. Which isn't to say you cannot do these things freeform. That's obviously true.
Very much agreed. I have run D&D in lots of different play styles. But there is the twist here....There are tools in D&D to support virtually any playstyle you can imagine. That's why I say, and I'm saying it for the second time in this thread, D&D's strength is in doing virtually any playstyle decently to well. It just doesn't do any of them great. If you want great, you need to go to a different game whose focus is on that one playstyle or few playstyles that you like best.
Guess I have to agree twice. I have long, long, long pushed the limits of D&Ds skills and abilities. I run a very detailed, very immersive game. A player makes a swashbuckling sailor, but with no rules support, they just play as themselves "whatever". I try hard to get such a player to use say preform for actions: they just don't get it. Though I also still use some ancient swashbuckling rules from Dragon to help out too.I can continue on and on and on and on, but I think you probably get the point. Problem solving is far more than mental problems. There are physical problems to overcome as well and just about every ability in the game will be useful at various points. This sort of thing applies to most playstyles. There are a great many more tools available than you guys are giving credit for.
This really is taking a big step back. This is where the "real" style comes in.We're speaking to a difference in content here (different sorts of fictional content). Not a difference in style. There is literally nothing here that speaks to how a GM prepares and runs their game, what the priorities of the other players are, how we determine what actually happens. It does not speak to the actual disciplines involved.
This is not a problem with the game. This is a problem with the DM. It is beyond easy to block nearly everything. And it's all right there in the rules. You just need a DM with the ability and will power to do so.1. Problem Solving - D&D actively works against this. The magic system allows the players to bypass so many problems without actually taking any time to directly try to solve a problem. Why bother working out the combination lock on that lost tomb when you can simply use any of fifteen different magic effects to bypass it?
True, D&D does not support this. But if it did it would need 500 pages and be another game.2. Character Driven - very little in D&D actually supports this. The skill system is so basic that it's largely pointless. The system does not reward any character growth at all. Falling in love and getting married, for example, is entirely free-form. Nothing in the system actually supports or rewards this.
True, D&D does not support this. But if it did it would need 500 pages and be another game.3. Political - again, nothing in D&D supports this. Your character wants to win over the population of the town to get elected. What in D&D actually allows you to do this? This is all freeform or ad hoc DM fiat to resolve.
Ok....agreed here.4. Historical Simulation? Seriously? In a game where 30 of the 36 base classes in the PHB all have spells? You'd have to slice out about 4/5ths of the rules just to start doing something like this. My next question would be, why on earth would you even begin to use D&D for this? I couldn't even imagine where you'd start trying to do something like this.
I beg to differ. Certainly, we do not examine every possible moment of that person's lifetime (how often do characters go to the bathroom proverbially "on camera"?), but that's just literary devices talking. I have in many cases used both the crunch and the fluff of D&D to role play out the life of an imaginary character. That's part of why I care so much about things like character race, class, background, personal history, personality, etc. Even when those things have zero impact on the crunchy rules bits, they are essential to my experience when playing D&D.First off, D&D is not and has never been a game where you role play out a life of an imaginary character.
I think the twist here is many people are crossing over the D&D game with role playing.
First off, D&D is not and has never been a game where you role play out a life of an imaginary character. Yes, the game says that in commercials and buzz lines. They print 'role playing game' right on everything. The term role playing game is D&D. Though it is a bit like taking any random liquid and saying that liquid is "milk".
D&D is a roll playing game. I know many hate those words....so maybe we will say "mechanical combat adventure game". That is just about all that D&D even has rules for. Like sure the D&D books have like five pages that say "oh give your character a personality"......and then they have 500 pages of mechanical combat adventure rules.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.