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<blockquote data-quote="Lanefan" data-source="post: 9240896" data-attributes="member: 29398"><p>Lots to add here.</p><p></p><p>First off, there's active system support and passive system support. Not all support need be active in order to be present and effective. </p><p></p><p>Does D&D support slapstick play? Yes, passively, by simply getting out of the way and doing nothing to ban or discourage it. Same for some definitions of character-driven play.</p><p></p><p>Does D&D support tactical play? Yes, actively, by presenting rules and options to both further it and resolve it.</p><p></p><p>Second off, the OP lists 8 or so play styles and yet still misses several important ones, which may overlap with both each other and those on the original list:</p><p></p><p><strong>Sandbox/freeform.</strong></p><p></p><p>The DM designs or provides a setting in which the players' characters are turned loose to do whatever they want. This style greatly relies on the players to drive the bus, but they can drive it pretty much any way and any where they like.</p><p></p><p><strong>Adventure path/railroad.</strong></p><p></p><p>The DM provides a story, path, or series of events/adventures and the players are (sometimes self-) restrained into staying within that. This style greatly relies on the DM both driving the bus and knowing the route she intends it to take.</p><p></p><p><strong>Big damn heroes.</strong></p><p></p><p>Players in this style want their characters to do noble, heroic things: save the kitten, save the prince, save the city, save the country, save the world. Rewards based on in-game honour and reputation can be more appealing than gold and experience.</p><p></p><p><strong>Mercenary.</strong></p><p></p><p>These players want to kick in doors and then take lives and loot - usually in that order - but if they can get the loot without all that other risk that's even better. The character that dies with the most wealth wins. Any heroism is an unintentional by-product of these actions. Sometimes derisively called "murderhobo" play.</p><p></p><p><strong>Exploration (geographical).</strong></p><p></p><p>Where finding out what (or who) is over the next hill or around the next corner is the main reason for (and thus, focus of) play. Players in this style always have their characters on the move, rarely staying in one place for long. Resource management and tracking is often key here. DMs for these players need to be both creative and good at setting construction. Sometimes derisively called "setting tourism".</p><p></p><p>Of these, D&D actively supports the second and third, passively supports the first and fourth, and gently fights against the fifth unless the DM does some tweaking.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9240896, member: 29398"] Lots to add here. First off, there's active system support and passive system support. Not all support need be active in order to be present and effective. Does D&D support slapstick play? Yes, passively, by simply getting out of the way and doing nothing to ban or discourage it. Same for some definitions of character-driven play. Does D&D support tactical play? Yes, actively, by presenting rules and options to both further it and resolve it. Second off, the OP lists 8 or so play styles and yet still misses several important ones, which may overlap with both each other and those on the original list: [B]Sandbox/freeform.[/B] The DM designs or provides a setting in which the players' characters are turned loose to do whatever they want. This style greatly relies on the players to drive the bus, but they can drive it pretty much any way and any where they like. [B]Adventure path/railroad.[/B] The DM provides a story, path, or series of events/adventures and the players are (sometimes self-) restrained into staying within that. This style greatly relies on the DM both driving the bus and knowing the route she intends it to take. [B]Big damn heroes.[/B] Players in this style want their characters to do noble, heroic things: save the kitten, save the prince, save the city, save the country, save the world. Rewards based on in-game honour and reputation can be more appealing than gold and experience. [B]Mercenary.[/B] These players want to kick in doors and then take lives and loot - usually in that order - but if they can get the loot without all that other risk that's even better. The character that dies with the most wealth wins. Any heroism is an unintentional by-product of these actions. Sometimes derisively called "murderhobo" play. [B]Exploration (geographical).[/B] Where finding out what (or who) is over the next hill or around the next corner is the main reason for (and thus, focus of) play. Players in this style always have their characters on the move, rarely staying in one place for long. Resource management and tracking is often key here. DMs for these players need to be both creative and good at setting construction. Sometimes derisively called "setting tourism". Of these, D&D actively supports the second and third, passively supports the first and fourth, and gently fights against the fifth unless the DM does some tweaking. [/QUOTE]
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