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<blockquote data-quote="Reynard" data-source="post: 4641124" data-attributes="member: 467"><p>Yet there is no support in the Core for such activity, because, again, the design of the game is built around it being the "same" game from 1 to 30, varying only in scale and backdrop. Delving into a kobold infested rat hole to save a village and going into the Abyss to save a world are the same thing; establishing a small temple and then a theocracy and finally ruling the world under divine right (as an example for a cleric or paladin) is a different thing entirely, especially when the system (or at least the products) support such play mechanically. It becomes a part of the game, as opposed to something we, as users, tack onto the game because it seems like a good idea. it becomes a meaningful play choice and systemically encourages the breadth of play of which rpgs are capable.</p><p></p><p>Moreover, it isn't merely that the above is not included, but that what is included is all geared toward the same goal, regardless of level. Whether one thinks that high octane action adventure is a desirable goal for D&D core design is not really an issue; what is an issue is that it is the only design (as compared to previous editions which made some effort, even in the core, to systemize the "Heroic Journey").</p></blockquote><p></p>
[QUOTE="Reynard, post: 4641124, member: 467"] Yet there is no support in the Core for such activity, because, again, the design of the game is built around it being the "same" game from 1 to 30, varying only in scale and backdrop. Delving into a kobold infested rat hole to save a village and going into the Abyss to save a world are the same thing; establishing a small temple and then a theocracy and finally ruling the world under divine right (as an example for a cleric or paladin) is a different thing entirely, especially when the system (or at least the products) support such play mechanically. It becomes a part of the game, as opposed to something we, as users, tack onto the game because it seems like a good idea. it becomes a meaningful play choice and systemically encourages the breadth of play of which rpgs are capable. Moreover, it isn't merely that the above is not included, but that what is included is all geared toward the same goal, regardless of level. Whether one thinks that high octane action adventure is a desirable goal for D&D core design is not really an issue; what is an issue is that it is the only design (as compared to previous editions which made some effort, even in the core, to systemize the "Heroic Journey"). [/QUOTE]
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