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General Tabletop Discussion
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The moment of fragmentation
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<blockquote data-quote="Wombat" data-source="post: 1028724" data-attributes="member: 8447"><p>I've never seen a single game, any rpg system, where anyone played by all the rules. Every group comes up with its own variations, either particular to the campaign or to the group. </p><p></p><p>My group, for example, does not like the miniatures-like combat of D&D3e, so we tend to do things pretty free-form -- I've seen other groups that create sets for their combats and run them out, turn by turn, rule by rule, as if it was an old miniatures wargame.</p><p></p><p>I've run D&D (the three original books -- Cleric, Magic User, Fighter only), RuneQuest, Pendragon, Over the Edge, Ars Magica, Champions, FASA Star Trek and a few other games in my time. Never once did I use all the rules as printed, but also I tended to add rules to fit the situation.</p><p></p><p>This is what drew me away from my miniatures gaming (early/mid 1970s) to rpgs (latter 70s) -- I could ignore rules and retailor things to my own needs.</p><p></p><p>D&D3e took the horrible hodgepodge of AD&D2 and streamlined it. Then all the third parties started tinkering with the system, within the guidelines of the OGL. Now there are at least a dozen major and hundreds of minor variations on D&D3e (and 3.5 by now). That's not a bad thing. If I want 100% portability of rules from place to place, I'd play Monopoly. RPGs are about creativity and refashioning to the group, not about following every rule.</p><p></p><p>Personal opinions, expressed only by the ex-management <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 1028724, member: 8447"] I've never seen a single game, any rpg system, where anyone played by all the rules. Every group comes up with its own variations, either particular to the campaign or to the group. My group, for example, does not like the miniatures-like combat of D&D3e, so we tend to do things pretty free-form -- I've seen other groups that create sets for their combats and run them out, turn by turn, rule by rule, as if it was an old miniatures wargame. I've run D&D (the three original books -- Cleric, Magic User, Fighter only), RuneQuest, Pendragon, Over the Edge, Ars Magica, Champions, FASA Star Trek and a few other games in my time. Never once did I use all the rules as printed, but also I tended to add rules to fit the situation. This is what drew me away from my miniatures gaming (early/mid 1970s) to rpgs (latter 70s) -- I could ignore rules and retailor things to my own needs. D&D3e took the horrible hodgepodge of AD&D2 and streamlined it. Then all the third parties started tinkering with the system, within the guidelines of the OGL. Now there are at least a dozen major and hundreds of minor variations on D&D3e (and 3.5 by now). That's not a bad thing. If I want 100% portability of rules from place to place, I'd play Monopoly. RPGs are about creativity and refashioning to the group, not about following every rule. Personal opinions, expressed only by the ex-management :D [/QUOTE]
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