howandwhy99
Adventurer
I believe they wanted to expand what they believed was gaming and we therefore received hundreds of thousands of words in multiple rulebooks. By searching for a name to call this new game they found role playing from the military buffs who understood it as improving class competency, military simulations now, and it worked. As Gygax said until the end, he wasn't looking for theatre games.I think one can only really speculate what the original game design was constructed for. If the original designers wanted to continue to play a pattern-recognition game I believe they would have just continued to expand the wargame line. By moving into the field of becoming your character they broke new ground and created something beyond mere game-solving as had been played to that point. And the same two broad types of players we're discussing probably sat together at that first table. I think the game was designed to be ever-growing and led either directly or indirectly to the large spectrum of games we have today.
But yes, the game and the hobby have diversified greatly since D&D was first published and it should stay so. So I think I'll keep on denying storygames when held as some absolutist ideology only weirdos would deny when in comes to role playing and role playing games.
I'm not suggesting that tracking XP in D&D be mandated and the designers have come out in favor of different designs. That games are designed to be challenging regardless of what they might be depicting seems to me a truism. But I fully agree difficulty should be able to be tweaked on both sides of the screen.I don't believe that anyone here has suggested that D&DNext should be/support "pure story trading gaming". I certainly haven't - at least not intentionally. Nor do I want a game that requires competition. I have no qualms if the game supports competitive styles of play - I just don't want it to be the mandated, default style of play. I don't want the players to have to compete against the DM, each other, or the game itself. I want a game that allows the DM to create/run challenging, engaging scenarios - and, while I want the game mechanics to be engaging, I do not want them to be so challenging as to get in the way of, or take away from, the scenarios created.
I've had the same issue with 3.x and I'm still running Pathfinder for my group of hardcore d20 char-op players. D&D Next should be quite easier to run and I'm guessing they are aiming squarely at 3e and 4e players with optional add-ons. That they want to do it in the same campaign is what blew my mind, but I think we're seeing not all playstyles can play in the same campaign regardless of a unifying ruleset.I don't need the game to tell us how to tell or create a story - if the people, the game, and the scenarios are engaging and interesting, then stories will be the happy accident of their interactions. D&D 3.X (which I play and enjoy) requires so much focus on the game mechanics, that it interferes with the other interactions at the the table - players, DM, and even the scenario are required to overly-engage the game mechanics and the penalty for failure is un-fun. If the players don't build their characters to be sufficiently combat-effective, if the encounter has not been properly balanced, or if the DM runs the encounter "incorrectly", the results are either tedious, frustrating, or catastrophic.
Yeah, but I'd still like old school games and game play supported in the new edition. No, it doesn't have to be default game (do we need a default game?), but having XP, alignment, and a lot of other elements of mixed popularity in the game doesn't mean they must be used either.Setting aside how accurate that suggestion might be....
Who cares? In this context, original intent is an historical curiosity. It does not speak to or limit what the design could be used for today.
And there is a healthy OSR crowd at conventions and on blogs who are re-popularizing old mechanics by presenting them with new understandings and new implementations. Not that we're ever going to stop being a piecemeal, ad-hoc, house ruling game, but old and commonly misunderstood isn't necessarily bad. I only stick to this side so firmly because I played under a DM who was more informed and proficient in early D&D than I would have imagined possible. And he didn't tell me anything of what he did - because it was behind the screen. But never revealing that design is essential to that way of playing the game.