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<blockquote data-quote="DEFCON 1" data-source="post: 9240434" data-attributes="member: 7006"><p>I agree with [USER=22779]@Hussar[/USER] that there is a difference between "supporting" a gameplay style, and "not actively resisting" a gameplay style.</p><p></p><p>D&D has always <em>supported</em> "Killing Monsters". That's been its raison d'etre since the beginning. And we all know this because virtually everything on a character sheet is there specifically to illustrate just how well the character is in killing monsters. And indeed one entire book of three core books of each edition of Dungeons & Dragons is a tome full of nothing <em>but</em> said monsters, all of whose mechanical heft is geared towards fighting the characters and defending against them.</p><p></p><p>D&D "supports" the monster killing gameplay style. That's what it's written to do.</p><p></p><p>But while almost all the other gameplay styles can certainly be accomplished within the game of D&D... the game itself does not do much of anything to help make those gameplay styles easier to run, nor are there any rules written specifically for those styles. So any connection between those gameplay styles and the game of D&D is purely coincidental.</p><p></p><p>Which isn't a bad thing, let me be clear! No game can include every style within it with full rules support because then the whole thing becomes a messy hodge-podge without any cohesion. I mean can you imagine a D&D game that includes using a <em>Dread</em> Jenga stack for tracking "tension" all the time? AND includes <em>Fiasco</em> characterization connections required for every party build and whose scene results are dictated by the other players by merely handing the players a white or black die to support the character interaction and relationship pillar?</p><p></p><p>And these are only two gameplay styles out of the dozens of different games out there that their design was built on that you would need to incorporate into D&D itself in some form or fashion to truly support those styles. It would become too much.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9240434, member: 7006"] I agree with [USER=22779]@Hussar[/USER] that there is a difference between "supporting" a gameplay style, and "not actively resisting" a gameplay style. D&D has always [I]supported[/I] "Killing Monsters". That's been its raison d'etre since the beginning. And we all know this because virtually everything on a character sheet is there specifically to illustrate just how well the character is in killing monsters. And indeed one entire book of three core books of each edition of Dungeons & Dragons is a tome full of nothing [I]but[/I] said monsters, all of whose mechanical heft is geared towards fighting the characters and defending against them. D&D "supports" the monster killing gameplay style. That's what it's written to do. But while almost all the other gameplay styles can certainly be accomplished within the game of D&D... the game itself does not do much of anything to help make those gameplay styles easier to run, nor are there any rules written specifically for those styles. So any connection between those gameplay styles and the game of D&D is purely coincidental. Which isn't a bad thing, let me be clear! No game can include every style within it with full rules support because then the whole thing becomes a messy hodge-podge without any cohesion. I mean can you imagine a D&D game that includes using a [I]Dread[/I] Jenga stack for tracking "tension" all the time? AND includes [I]Fiasco[/I] characterization connections required for every party build and whose scene results are dictated by the other players by merely handing the players a white or black die to support the character interaction and relationship pillar? And these are only two gameplay styles out of the dozens of different games out there that their design was built on that you would need to incorporate into D&D itself in some form or fashion to truly support those styles. It would become too much. [/QUOTE]
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