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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Hussar" data-source="post: 8792924" data-attributes="member: 22779"><p>To me, it all comes down to priorities. My highest priority for D&DOne is ease of use at the table. Given the choice between fantastic ideas that are really cool and interesting and super immersive and something that I can use intuitively and not have to faff around with the rule books too often, well, ease of use wins hands down every time.</p><p></p><p>I have no problem making my game interesting. Making the game interesting is what a DM is supposed to do. That's your job. That's the biggest part of being a DM, or it should be - making sure that the game is interesting. I can handle that bit. Neat ideas, cool adventures, interesting scenarios? Yup, I can do that. Or, at the very least, I can steal ideas from people who are far more creative that I am and run those. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>But remember fifteen different subsystems that all do the same thing at the end of the day? Nope, not interested. Give me one rule that works most of the time and I'll muddle through on the times that it doesn't. </p><p></p><p>The idea that in game uniqueness is created by mechanical distinction is something I rejected a long time ago. </p><p></p><p>It's actually really funny really. Most games don't bother. It doesn't matter what character you play in most games - everyone at the table uses the same mechanics 99% of the time. Whether it's a trad game like GURPS or some hippy dippy pass the story stick Indie game. But, for some bizarre reason, mostly because, I think, of tradition, there is a subset of D&D gamers who insist that every player at the table has to learn a whole set of new rules every time they change characters. </p><p></p><p>No thanks. Give me streamlined and simple and I'll handle the other stuff.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8792924, member: 22779"] To me, it all comes down to priorities. My highest priority for D&DOne is ease of use at the table. Given the choice between fantastic ideas that are really cool and interesting and super immersive and something that I can use intuitively and not have to faff around with the rule books too often, well, ease of use wins hands down every time. I have no problem making my game interesting. Making the game interesting is what a DM is supposed to do. That's your job. That's the biggest part of being a DM, or it should be - making sure that the game is interesting. I can handle that bit. Neat ideas, cool adventures, interesting scenarios? Yup, I can do that. Or, at the very least, I can steal ideas from people who are far more creative that I am and run those. :D But remember fifteen different subsystems that all do the same thing at the end of the day? Nope, not interested. Give me one rule that works most of the time and I'll muddle through on the times that it doesn't. The idea that in game uniqueness is created by mechanical distinction is something I rejected a long time ago. It's actually really funny really. Most games don't bother. It doesn't matter what character you play in most games - everyone at the table uses the same mechanics 99% of the time. Whether it's a trad game like GURPS or some hippy dippy pass the story stick Indie game. But, for some bizarre reason, mostly because, I think, of tradition, there is a subset of D&D gamers who insist that every player at the table has to learn a whole set of new rules every time they change characters. No thanks. Give me streamlined and simple and I'll handle the other stuff. [/QUOTE]
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