Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The Chump to God model
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Theo R Cwithin" data-source="post: 5045186" data-attributes="member: 75712"><p>Capping D&D's level advancement is hardly "draconian change".</p><p></p><p>D&D is a set of rules, and nothing more. It does a particular fantasy genre that models growth from weakling to power quite well, but that is not the only thing it's capable of. Any "conceit" beyond just the rules is something each player puts there himself. Granted, that something is very often some cultural expectation of what D&D "is", but at the core, it's still just the rules.</p><p> I largely agree, but I'd wager that quite a few gamers just don't have the luxury of seeing it as a screwdriver versus hammer sort of distinction. To my mind, D&D is more like a Swiss army knife: not the <em>perfect</em> tool for most jobs, but a pretty good substitute in most situations.</p><p></p><p>D&D is very popular compared to other systems. Many, many casual gamers aren't even aware that other systems exist, or don't want to bother learning a new set of rules, or shell out for another set of books. If I want to maintain a group of such gamers, I need to get creative. </p><p></p><p>Fortunately, D&D presents a flexible system that lets any group play a fairly broad range of power levels without having to learn a new system. By doing something as simple as limiting the starting or stopping levels, and adding a ton of fluff, the look and feel of the game can change dramatically: play up to heroic tier for "grim'n'gritty" or play "superheroic" if that's what you want. Nothing (not even in the rules, btw) says you are required to play across all the tiers to play "correctly". And that's very good thing, indeed.</p><p></p><p>One thing I keep away from is the notion that my group is slaved to some designer's intentions or some pseudo-philosophical notion of what constitutes "appropriate gaming". Honestly, I think most designers would be tickled to learn their ruleset gets mileage beyond the original intent. And if by some twisted accident of ego someone <em>is</em> offended by such an idea, well they can kiss my sweet candy a** <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5045186, member: 75712"] Capping D&D's level advancement is hardly "draconian change". D&D is a set of rules, and nothing more. It does a particular fantasy genre that models growth from weakling to power quite well, but that is not the only thing it's capable of. Any "conceit" beyond just the rules is something each player puts there himself. Granted, that something is very often some cultural expectation of what D&D "is", but at the core, it's still just the rules. I largely agree, but I'd wager that quite a few gamers just don't have the luxury of seeing it as a screwdriver versus hammer sort of distinction. To my mind, D&D is more like a Swiss army knife: not the [I]perfect[/I] tool for most jobs, but a pretty good substitute in most situations. D&D is very popular compared to other systems. Many, many casual gamers aren't even aware that other systems exist, or don't want to bother learning a new set of rules, or shell out for another set of books. If I want to maintain a group of such gamers, I need to get creative. Fortunately, D&D presents a flexible system that lets any group play a fairly broad range of power levels without having to learn a new system. By doing something as simple as limiting the starting or stopping levels, and adding a ton of fluff, the look and feel of the game can change dramatically: play up to heroic tier for "grim'n'gritty" or play "superheroic" if that's what you want. Nothing (not even in the rules, btw) says you are required to play across all the tiers to play "correctly". And that's very good thing, indeed. One thing I keep away from is the notion that my group is slaved to some designer's intentions or some pseudo-philosophical notion of what constitutes "appropriate gaming". Honestly, I think most designers would be tickled to learn their ruleset gets mileage beyond the original intent. And if by some twisted accident of ego someone [I]is[/I] offended by such an idea, well they can kiss my sweet candy a** ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Chump to God model
Top