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<blockquote data-quote="Oofta" data-source="post: 9244700" data-attributes="member: 6801845"><p>I don't know how to create a definition that would be broadly accepted, but the comparison between Dread and D&D was made above. Dread supports social structures that D&D does not, D&D supports tactical combat in a way that Dread does not. The claim, therefore was that the lack of tactical combat support in Dread is <em>just like </em>the lack of detailed social support in D&D.</p><p></p><p>Except I reject that because I know nothing about hand tactical combat with medieval-ish weaponry and spells. It's not something I have experience with. I wouldn't have much of an idea of how to handle that or how to resolve it. It's just not in my area of expertise or knowledge.</p><p></p><p>On the other hand I know how to talk to people. I know through experience and observation how to successfully persuade, cajole or deceive others. I don't need concrete rules or guidelines to do those things in game, they come naturally as a person who lives in a social world. In fact, rules could easily become restrictions that I would run into on a regular basis. </p><p></p><p>So I need less support for the latter (and disagree that there is <em>no</em> support). In the same way that I don't need details for how gravity works, I don't need details to know how people interact. Comparing detailed tactical rules and social interaction rules is comparing apples and automobiles. They're just fundamentally different.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9244700, member: 6801845"] I don't know how to create a definition that would be broadly accepted, but the comparison between Dread and D&D was made above. Dread supports social structures that D&D does not, D&D supports tactical combat in a way that Dread does not. The claim, therefore was that the lack of tactical combat support in Dread is [I]just like [/I]the lack of detailed social support in D&D. Except I reject that because I know nothing about hand tactical combat with medieval-ish weaponry and spells. It's not something I have experience with. I wouldn't have much of an idea of how to handle that or how to resolve it. It's just not in my area of expertise or knowledge. On the other hand I know how to talk to people. I know through experience and observation how to successfully persuade, cajole or deceive others. I don't need concrete rules or guidelines to do those things in game, they come naturally as a person who lives in a social world. In fact, rules could easily become restrictions that I would run into on a regular basis. So I need less support for the latter (and disagree that there is [I]no[/I] support). In the same way that I don't need details for how gravity works, I don't need details to know how people interact. Comparing detailed tactical rules and social interaction rules is comparing apples and automobiles. They're just fundamentally different. [/QUOTE]
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