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General Tabletop Discussion
*Dungeons & Dragons
The Best DM Advice Was Writren in 1981.
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<blockquote data-quote="Lyxen" data-source="post: 8495764" data-attributes="member: 7032025"><p>Or maybe some people took previous editions like 3e and 4e way too seriously in terms of rules, because what I find interesting in that advice is that it exactly mirrors what 5e is telling us again: "To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game."</p><p></p><p>So not only does it not stand on its own, but it's mirrored in what is, by far, the most successful edition of the game. I'm not condemning anyone for playing differently, buy maybe those people who think they understand something new (and actually rendered somewhat obsolete now) should actually read the books completely and maybe THEY could rediscover something too.</p><p></p><p>Because 5e was not created to be played only RAW, the rules are incomplete on purpose, by design: "The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D. The direction we chose for the current edition was to lay a foundation of rules that a DM could build on, and we embraced the DM’s role as the bridge between the things the rules address and the things they don’t."</p><p></p><p>From reading what they usually say about it, people playing RAW actually supplement it by many layers of house rules and personal interpretations which are actually totally debatable, see in particular stealth and vision. Maybe this, coupled with both age-old advice and very new shiny advice might incite them to consider that playing "RAW" is not some sort of badge of honor...</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8495764, member: 7032025"] Or maybe some people took previous editions like 3e and 4e way too seriously in terms of rules, because what I find interesting in that advice is that it exactly mirrors what 5e is telling us again: "To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game." So not only does it not stand on its own, but it's mirrored in what is, by far, the most successful edition of the game. I'm not condemning anyone for playing differently, buy maybe those people who think they understand something new (and actually rendered somewhat obsolete now) should actually read the books completely and maybe THEY could rediscover something too. Because 5e was not created to be played only RAW, the rules are incomplete on purpose, by design: "The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D. The direction we chose for the current edition was to lay a foundation of rules that a DM could build on, and we embraced the DM’s role as the bridge between the things the rules address and the things they don’t." From reading what they usually say about it, people playing RAW actually supplement it by many layers of house rules and personal interpretations which are actually totally debatable, see in particular stealth and vision. Maybe this, coupled with both age-old advice and very new shiny advice might incite them to consider that playing "RAW" is not some sort of badge of honor... [/QUOTE]
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