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The Eternal Braid: Why D&D Continuing Dialogue With RPGs is its Success
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8479701" data-attributes="member: 7023840"><p>Nothing is automatic, but I also think it's instructive. I think it is helpful and useful to think about why it is the way it is- after all, it is unusual (not unprecedented, but <em>unusual</em>) to have this type of situation in a small market. </p><p></p><p>And after reading the <em>The Elusive Shift</em>, the reason is apparent to me- that is to say, the "early advantage" of D&D was that it wasn't considered a single product, it was considered more akin to a toolkit. So competing products were both necessarily born out of it, and incorporated back into it. D&D was always a part of the conversation- either the product that you were compatible with, or the product that you were defining yourself again.</p><p></p><p>The same was true for the players, as well. People would play other games, and would use other techniques, and would often come back and incorporate those rules and techniques into their D&D. Again, it was both funny and familiar to see game developers complain that D&D can't do everything, and wonder why people kept playing D&D instead of the system that they had designed for them. </p><p></p><p>Same as it ever was.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8479701, member: 7023840"] Nothing is automatic, but I also think it's instructive. I think it is helpful and useful to think about why it is the way it is- after all, it is unusual (not unprecedented, but [I]unusual[/I]) to have this type of situation in a small market. And after reading the [I]The Elusive Shift[/I], the reason is apparent to me- that is to say, the "early advantage" of D&D was that it wasn't considered a single product, it was considered more akin to a toolkit. So competing products were both necessarily born out of it, and incorporated back into it. D&D was always a part of the conversation- either the product that you were compatible with, or the product that you were defining yourself again. The same was true for the players, as well. People would play other games, and would use other techniques, and would often come back and incorporate those rules and techniques into their D&D. Again, it was both funny and familiar to see game developers complain that D&D can't do everything, and wonder why people kept playing D&D instead of the system that they had designed for them. Same as it ever was. [/QUOTE]
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The Eternal Braid: Why D&D Continuing Dialogue With RPGs is its Success
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