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The Problem with Talking About D&D
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<blockquote data-quote="Deset Gled" data-source="post: 8591195" data-attributes="member: 7808"><p>Fundamentally, I disagree with some (not all) of his logic. Some people might consider this a "hot take", but IMNSHO your game/table/group is probably not as "unique" as Matt claims. On a small scale, comparing your game to another group you meet, that makes sense. But on an international scale, with millions of games over multiple decades, not so much. No matter how original you think your game's needs are, your character is, or your game is, there's someone across space and/or time playing something very similar to it somewhere else. The "huge variation" he's talking about is, frankly not so huge. I suppose I would liken this to a sommelier who's trying to tell me how the 2008 vintage of the Stuffy Shirt Vineyard cabernet sauvignon blanc is completely different, unique, and a "huge variation" from the 2009 vintage. Dude, I get that you're really into this, and that you might be able to identify some changes, but they're still both bottles of wine. The expensive white and the table red are still both wine.</p><p></p><p>Bringing it back specifically to D&D and WotC: D&D is the market leader in TTRPGs by a huge margin. At the highest level, their mission isn't to get people to conform to D&D's rules, it's to sell D&D rules to the largest number of people possible. That means they're going to try and make their rules accommodate the largest number of playstyles as possible, while still maintaining the core user base and identity of the game. The fact that different D&D groups larger variation in play styles is inevitable when you have a monolith like D&D taking up as much user base as we do.</p><p></p><p>From that perspective, I do agree with Matt that it would be useful to have tools to distinguish some play styles from others, and help people communicate better about what type of game they play and their experiences. The type of tags he's referencing are a neat idea. Unfortunately, I think human nature would eventually turn them into a bad thing, where people either judge others based on how they self-identify as games, or naturally segregate themselves from voices (play styles) they are prejudiced against.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 8591195, member: 7808"] Fundamentally, I disagree with some (not all) of his logic. Some people might consider this a "hot take", but IMNSHO your game/table/group is probably not as "unique" as Matt claims. On a small scale, comparing your game to another group you meet, that makes sense. But on an international scale, with millions of games over multiple decades, not so much. No matter how original you think your game's needs are, your character is, or your game is, there's someone across space and/or time playing something very similar to it somewhere else. The "huge variation" he's talking about is, frankly not so huge. I suppose I would liken this to a sommelier who's trying to tell me how the 2008 vintage of the Stuffy Shirt Vineyard cabernet sauvignon blanc is completely different, unique, and a "huge variation" from the 2009 vintage. Dude, I get that you're really into this, and that you might be able to identify some changes, but they're still both bottles of wine. The expensive white and the table red are still both wine. Bringing it back specifically to D&D and WotC: D&D is the market leader in TTRPGs by a huge margin. At the highest level, their mission isn't to get people to conform to D&D's rules, it's to sell D&D rules to the largest number of people possible. That means they're going to try and make their rules accommodate the largest number of playstyles as possible, while still maintaining the core user base and identity of the game. The fact that different D&D groups larger variation in play styles is inevitable when you have a monolith like D&D taking up as much user base as we do. From that perspective, I do agree with Matt that it would be useful to have tools to distinguish some play styles from others, and help people communicate better about what type of game they play and their experiences. The type of tags he's referencing are a neat idea. Unfortunately, I think human nature would eventually turn them into a bad thing, where people either judge others based on how they self-identify as games, or naturally segregate themselves from voices (play styles) they are prejudiced against. [/QUOTE]
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