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*Dungeons & Dragons
The Decrease in Desire for Magic in D&D
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<blockquote data-quote="FrozenNorth" data-source="post: 8774732" data-attributes="member: 7020832"><p>To me, that is part of the story, but not the whole story. Part of the Story-emphasis of D&D is about the “Adventure-Path” narrative rather than “old-school dungeon crawling”.</p><p></p><p>But the other part of the Story emphasis D&D is (1) highly customized characters that operate as avatars for the players; (2) more in depth immersion in exploring those characters (shopping episodes, characters interacting and bouncing off of each other); (3) more open-world adventures -trading 6-8 encounters for an open-ended goal in an urban setting; and (4) a “lived-in” world to deepen immersion.</p><p></p><p>The argument “LTH, goodberry, comprehend languages” exists to “skip to the good stuff” refers to the first paragraph rather than the second, which is equally part of Story-emphasis gaming.</p><p></p><p>If I make a character that chooses the Linguist feat, I’m making a statement about my character. That statement is invalidated if scrolls of comprehend languages are commonplace, or everyone in the Plane of Fire speaks common for some reason.</p><p></p><p>If I make a dwarf, being good at dwarfy things is important, so having easily-accessible magic can undermine that.</p><p></p><p>I would say that this is fundamentally the issue: widespread magic can invalidate non-magical choices and features of other characters unless the DM ensures that the drawbacks of using magic <em>bite</em>. And very often, doing so either means a number of encounters that is difficult to justify in a Story-emphasis campaign, or restrictions on casters that can themselves feel like the DM is invalidating the caster’s choices.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8774732, member: 7020832"] To me, that is part of the story, but not the whole story. Part of the Story-emphasis of D&D is about the “Adventure-Path” narrative rather than “old-school dungeon crawling”. But the other part of the Story emphasis D&D is (1) highly customized characters that operate as avatars for the players; (2) more in depth immersion in exploring those characters (shopping episodes, characters interacting and bouncing off of each other); (3) more open-world adventures -trading 6-8 encounters for an open-ended goal in an urban setting; and (4) a “lived-in” world to deepen immersion. The argument “LTH, goodberry, comprehend languages” exists to “skip to the good stuff” refers to the first paragraph rather than the second, which is equally part of Story-emphasis gaming. If I make a character that chooses the Linguist feat, I’m making a statement about my character. That statement is invalidated if scrolls of comprehend languages are commonplace, or everyone in the Plane of Fire speaks common for some reason. If I make a dwarf, being good at dwarfy things is important, so having easily-accessible magic can undermine that. I would say that this is fundamentally the issue: widespread magic can invalidate non-magical choices and features of other characters unless the DM ensures that the drawbacks of using magic [I]bite[/I]. And very often, doing so either means a number of encounters that is difficult to justify in a Story-emphasis campaign, or restrictions on casters that can themselves feel like the DM is invalidating the caster’s choices. [/QUOTE]
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