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The World of Inzeladun/Conan d20 Forum
General Discussion
Tolkien v. Howard v. Lovecraft
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<blockquote data-quote="Grimhelm" data-source="post: 2649754" data-attributes="member: 37079"><p><strong>Okay, my two cents</strong></p><p></p><p>This post should tie in with the "Changes to Inzeladun?" thread too.</p><p></p><p>Now, this is just my opinion, and I in no way mean this to sound holier than thou or high and mighty. I hope I can present it in a way that allows for contemplation and discussion...</p><p></p><p>3rd Edition D&D sucks. Here is why. Magic is far too powerful. Magic and combat at high levels is far too slow. Magic in the quantities necessary to play effectively in 3rd Edition renders the game much like a computer simulation role playing game. Effectively, it takes out the role playing and demands that either you become a munchkin, or you can kiss your sweet ass good bye. </p><p></p><p>I think the comparison of Next Generation Star Trek and Original Series is somewhat apt here. I long for the days of Kirk and Spock in D&D, where off the cuff style, quick thinking, and improvisation win the day, not techno babble, endless investigation, protocol, and rules. This is what I meant by the "institutions" of Inzeladun. They exist as fabric of the backdrop of the game, but they also exist as rules ad nauseum. </p><p></p><p>This game is a game of the mind and creativity. I say, let it stay there. Throw out miniatures, make magic harder to obtain, and throw out the damned rule books!!! Granted, this takes a lot of trust on the part of the players, trust that their DM isn't going to screw the hell out of them because he is incapable of making believeable decisions in believeable scenarios, but for god's sake, Vince Darlage is one of the greatest freaking DM's on earth. Has he forgotten this? Have his players? Do we need to rely on so much paperwork to have fun, or can we throw caution to the wind and sit down and play a game of the mind? I have become a pretty decent DM myself, if I may say so, and much to my surprise! And I can honestly say that when rules, paper, books and clap-trap enter the game, imagination, camaraderie, and verisimilitude fly immediately out the window. And don't we really play to escape? Don't we ultimately play to feel that we exist in reality in some far away distant, wonderful believable place? I know I do. So, this is my manifesto for role playing: Throw out the god-damned books and the god-damned rules. They have their place, but they should be drawn upon as little as possible. Oh, and one other thing. Death is the final word. No blanking resurrections. No raise dead. None of that drivel. Talk about immediate loss of verisimilitude and the element of danger. Here endeth the lesson. Amen. Acolytes will be around to your pew shortly to collect your money. Pay well. Your death and soul depends on it. Oh, yeah, and be prepared to shake my soft sweaty hand on your way out so you can have a first class idea of what the hands of a first class swindler feels like. Soft aren't they? God, I have it good. You poor deluded schmucks. If you only knew the half of it.</p></blockquote><p></p>
[QUOTE="Grimhelm, post: 2649754, member: 37079"] [b]Okay, my two cents[/b] This post should tie in with the "Changes to Inzeladun?" thread too. Now, this is just my opinion, and I in no way mean this to sound holier than thou or high and mighty. I hope I can present it in a way that allows for contemplation and discussion... 3rd Edition D&D sucks. Here is why. Magic is far too powerful. Magic and combat at high levels is far too slow. Magic in the quantities necessary to play effectively in 3rd Edition renders the game much like a computer simulation role playing game. Effectively, it takes out the role playing and demands that either you become a munchkin, or you can kiss your sweet ass good bye. I think the comparison of Next Generation Star Trek and Original Series is somewhat apt here. I long for the days of Kirk and Spock in D&D, where off the cuff style, quick thinking, and improvisation win the day, not techno babble, endless investigation, protocol, and rules. This is what I meant by the "institutions" of Inzeladun. They exist as fabric of the backdrop of the game, but they also exist as rules ad nauseum. This game is a game of the mind and creativity. I say, let it stay there. Throw out miniatures, make magic harder to obtain, and throw out the damned rule books!!! Granted, this takes a lot of trust on the part of the players, trust that their DM isn't going to screw the hell out of them because he is incapable of making believeable decisions in believeable scenarios, but for god's sake, Vince Darlage is one of the greatest freaking DM's on earth. Has he forgotten this? Have his players? Do we need to rely on so much paperwork to have fun, or can we throw caution to the wind and sit down and play a game of the mind? I have become a pretty decent DM myself, if I may say so, and much to my surprise! And I can honestly say that when rules, paper, books and clap-trap enter the game, imagination, camaraderie, and verisimilitude fly immediately out the window. And don't we really play to escape? Don't we ultimately play to feel that we exist in reality in some far away distant, wonderful believable place? I know I do. So, this is my manifesto for role playing: Throw out the god-damned books and the god-damned rules. They have their place, but they should be drawn upon as little as possible. Oh, and one other thing. Death is the final word. No blanking resurrections. No raise dead. None of that drivel. Talk about immediate loss of verisimilitude and the element of danger. Here endeth the lesson. Amen. Acolytes will be around to your pew shortly to collect your money. Pay well. Your death and soul depends on it. Oh, yeah, and be prepared to shake my soft sweaty hand on your way out so you can have a first class idea of what the hands of a first class swindler feels like. Soft aren't they? God, I have it good. You poor deluded schmucks. If you only knew the half of it. [/QUOTE]
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