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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="Mercurius" data-source="post: 5461349" data-attributes="member: 59082"><p>Well Aberzanzorax, it would still have to be a tabletop role-playing game. There is a line where "tabletop rpg" becomes something else, whether a board game (e.g. <em>Castle Ravenloft) </em>or a MMO (<em>World of Warcraft). </em>Now one could say that <em>Castle Ravenloft </em>is D&D, or feels like D&D (or <em>WoW </em>for that matter), and I think that is true to a degree and in the broad sense of the term.</p><p></p><p>So I would say we really have two definitions: the broad definition, which includes <em>Castle Ravenloft </em>and a D&D-esque MMO, and a narrow definition, which is specific to the tabletop RPG. I assume that you are referring to the latter.</p><p></p><p>As I've said, I'm a big umbrella kind of guy so 5E would have to be significantly different to no longer feel like D&D to me. As long as I'm rolling dice (especially the d20) and have a character sheet with a certain amount of recognizable statistics (especially the six ability scores, hit points, and armor class), and most important, as long as I am participating in an imagination space with certain iconic D&D themes, characters, and monsters, than it is going to feel like D&D to me. It doesn't matter if it is Vancian magic or not, as long as there is some magic, and there are iconic spells like <em>magic missile, dispel magic, </em>and <em>fireball, </em>as well as magic items like the <em>bag of holding, </em>the <em>vorpal sword, potions of healing, </em>magical rings, wands, staves, and rods, etc.</p><p></p><p>The specific configuration of the game as expressed through the rules doesn't matter as much as the gestalt that it creates, namely as it is experienced in the shared imagination space. The configuration of rules <em>does </em>matter, but there is a lot of room for flexibility, and as long as the effect is that of creating and supporting a D&D experience of imagination and adventure.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5461349, member: 59082"] Well Aberzanzorax, it would still have to be a tabletop role-playing game. There is a line where "tabletop rpg" becomes something else, whether a board game (e.g. [I]Castle Ravenloft) [/I]or a MMO ([I]World of Warcraft). [/I]Now one could say that [I]Castle Ravenloft [/I]is D&D, or feels like D&D (or [I]WoW [/I]for that matter), and I think that is true to a degree and in the broad sense of the term. So I would say we really have two definitions: the broad definition, which includes [I]Castle Ravenloft [/I]and a D&D-esque MMO, and a narrow definition, which is specific to the tabletop RPG. I assume that you are referring to the latter. As I've said, I'm a big umbrella kind of guy so 5E would have to be significantly different to no longer feel like D&D to me. As long as I'm rolling dice (especially the d20) and have a character sheet with a certain amount of recognizable statistics (especially the six ability scores, hit points, and armor class), and most important, as long as I am participating in an imagination space with certain iconic D&D themes, characters, and monsters, than it is going to feel like D&D to me. It doesn't matter if it is Vancian magic or not, as long as there is some magic, and there are iconic spells like [I]magic missile, dispel magic, [/I]and [I]fireball, [/I]as well as magic items like the [I]bag of holding, [/I]the [I]vorpal sword, potions of healing, [/I]magical rings, wands, staves, and rods, etc. The specific configuration of the game as expressed through the rules doesn't matter as much as the gestalt that it creates, namely as it is experienced in the shared imagination space. The configuration of rules [I]does [/I]matter, but there is a lot of room for flexibility, and as long as the effect is that of creating and supporting a D&D experience of imagination and adventure. [/QUOTE]
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