Remathilis
Legend
We can do this without the edition wars, or we can not do this. The choice is yours.
It was meant as a joke (hence the CSI reference and "not really" below.
We can do this without the edition wars, or we can not do this. The choice is yours.
All I did was include elements from D&D in that last big post. 3 different varieties of D&D. What more do you need?
Give me examples so I can speak to what you want.
I can have an entire session of D&D where the game, the cause of the characters, the world, the advancement of the PC's, and even the outcome of their quest can be determined purely by social interactions between the DM and the players. No rules required, beyond the social contract. Absolutely none. Is there a board game you can name where that is the case? Or are we now to engage in an escalating series of abstractions about what constitutes a "board game", as well?D&D is a board game with the board hidden behind the screen, fog of war style.
That should be easy to do. Just play Fourth edition!
A roleplaying game is a storytelling game that has elements of the games of make-believe that many of us played as children... You "win" the Dungeons & Dragons game by participating in an exciting story of bold adventurers confronting deadly perils.
Don't engage in storytelling. How can we tell from what is written in a game book? I would look at the language and the concepts addressed. D&D books include player turns, rounds of play, resources in the game, the player's game piece and game abilities defined by the rules in relation to other game pieces (player or board), movement speeds (for almost everything), a game clock, tracking all of this, tracking it with a game board (a map in this case), and on and on. There is no end to game rules in early D&D mechanics. And all of these are about enabling players to game - to make strategies based upon their understanding of the game rules so they can think 5, 10, 20 moves ahead. To enable them to master the game as they can.You gave examples of how some people play RPGs, and zero examples actually from a D&D book to demonstrate what you're talking about. When we're talking about what a game designer is doing (which is the context of your comment), then surely you have an example from a D&D book to back it up? Your issue wasn't with how that game designer is playing the game during his own personal play, it was about what he's putting in the books he's writing - so give a friggen example already from a book!
Social contract is about group storytelling and largely a sociological concept. At best, that idea "might" be relevant to the rules of a game, but it is unnecessary.I can have an entire session of D&D where the game, the cause of the characters, the world, the advancement of the PC's, and even the outcome of their quest can be determined purely by social interactions between the DM and the players. No rules required, beyond the social contract. Absolutely none. Is there a board game you can name where that is the case? Or are we now to engage in an escalating series of abstractions about what constitutes a "board game", as well?
4e is a storygame about telling stories for the most part. But I disagree that earlier D&D was designed for storytelling. Role playing isn't storytelling and neither is game play.And this is 4th Edition, which has the (perhaps unfair) reputation of being the most "gamist" edition. I don't believe there's a wrong way to play Dungeons & Dragons, but storytelling has always been core to the game *as presented*.
I understand that you were making a joke, but I thought it was worth a quick quote from the 4th edition Player's Handbook:
And this is 4th Edition, which has the (perhaps unfair) reputation of being the most "gamist" edition. I don't believe there's a wrong way to play Dungeons & Dragons, but storytelling has always been core to the game *as presented*.
I seem to be in the minority who enjoyed the thread, moslty because it canvassed an option - non-modernist explanations of society and environment - that I think are an important part of the fantasy tradition, but are so often ignored in D&D setting material.James Wyatt coming across as arrogant and one true wayist, as usual.
Speak for yourself!People like the tolkienesque elements of D&D. But in play, they head for the pulp. Thats where the fun is.
I've recently been reading a lot of REH Conan. A settig modelled on Hyboria would also incorporate REH's virulent racism and the biological concepts through which he expresses it. I think a degree of reactionariness is inherent in fantasy - it's an essentially backwards-looking genre - but I think I prefer Tolkien's to REH's when it comes to setting the basic parameters for play.Contra Wyatt, D&D owes at least as much to Robert E. Howard as it does to Tolkien, and a setting modeled on Howard's Hyboria would incorporate evolution as a matter of course.
I think this is an interesting point. For me it's about whether it goes to the core or the periphery. As you note, Tolkien's philology is essentially peripheral to the mythic resonance of the work; if a fantasy author similarly expresses some sort of nerdish interest in architecture or metalworking I don't think that would bother me.what about all of that scientific philology in LOTR? Would it be a more pure fantasy if Tolkien hadn't bothered developing such realistic fantasy languages? AFAICT they have no direct importance to the "mythic resonance" of the work--they're pretty much pure nerdery in JRRT's area of scientific interest. If we're going to hold up LOTR as the paragon of "classic fantasy" then I don't see why we should discount the work of another fantasy author/RPG designer/DM merely for substituting as the simulationist, supporting element a bit of nerdery in biology or geography or psychology or whatever else for JRRT's linguistics nerdery.
I don't think so. When Sam puts on the Ring, and is able to listen to the orcs complaining about their lives as soldiers and expressing their hope for the future, I think this is meant to evoke a degree of empathy on the part of the reader. And Gandalf praises Bilbo to Frodo for not having killed Gollum when he had the chance.As for the larger question of "is it okay to kill orc babies?", surely that must be a campaign-specific decision? If I'm playing LotR, the answer would seem* to be 'yes'.
This I basically agree with, at least as the default. (And I think it is Tolkien's solution too.)Re the orc baby dilemma, I think the way to solve it is to simply never have the adventurers run into any orc babies. Only a small minority of players are going to have their sense of verisimilitude thrown off if they don't encounter any orc children in an orc lair. They should be told to forget about it and if they persist they should not be played with.
I think you may be confusing W&M with Races & Classes.In the "Worlds and Monsters" book, yeah.
I share your preference for a style of RPG which is about gaming within rules, rather than the thespian style of play, guided by the firm hand of a storytelling GM, that 2nd ed AD&D tended to encourage.D&D is a game, not a story. It is about strategizing to achieve one or more objectives within the game as defined by the rules.
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D&D is a board game with the board hidden behind the screen, fog of war style. Roleplay vs. Rollplay was a derogatory distinction from the late 80s for everyone who played the game of D&D rather than engaging in fictional personality performance. It was effective enough to manipulate the leftovers in TSR to throw away the game they had and write in 2e's DMG that telling stories and acting in character was "the point of the game", however poorly the ruleset was a misfit for doing so.
I don't think that what you say here about 4e is entirely wrong, but I don't think it is entirely right either.Role playing is playing a role
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The label of the role you play is less important than the game in which you play it.
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A game is its rules.
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I think D&D enabes players to both play and create within the game rules and those sessions build over time into a campaign setting.
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I think 4e is more about treating D&D as a story telling game than any previous version. And its rules and years of DM and Player advice were geared towards storytelling more too. Simple ignore the packeted encounter combat game and it's all about turn taking narration.
I think this is too narrow given what RPGing actually involves, and has involved for 30+ years.It was called roleplaying as that is playing at and learning a role via pattern recognition. The term is used according to the definition widely understood from post-WWII through the mid-80s. Only then did "improvisational acting" become the popular definition commonly used.
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The game elements are the rules. For D&D, the story elements are the stories you tell your friends about the game you saw or took part in afterwards (as you could do for anything ~ which doesn't make the entirety of existence a story). The role playing is the role you perform as defined by the rules of the game. In the case of D&D, the role is defined by the code behind the screen.
You account of the third (Gygaxian, classic D&D) style seems right to me.I see 3 different types of game called RPGs:
The first is about creating a story. The ruleset is small and usually about defining who gets to tell the story next.
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The second is kind of a broken design (IMO). These are games with incomplete rules sets where the DM invents stuff whenever any player goes outside the rules. Game play is both strategically building a character with the "crunch" and using those builds whenever rules apply during the game. Story telling happens when the rules run out and the DM invents whatever is needed on the fly. Some newer versions allow the players to invent things too. Role playing is considered making decisions like your character would, not necessarily as you would in the game.
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The third is the oldest and least remembered design. Game play is paramount including strategic thinking, analysis of game situations, setting objectives, making and enacting plans, noting moves as you go, and so on. It relies heavily on the players' abilities to remember, project forward along the game timeline for potential consequences of actions, be organized, work together, and plenty of other activities too.
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The DM is an impartial referee who refers to the design behind the screen as players take their turns. Storytelling happens afterwards when the players tell their friends about their exploits just as any pro athlete might tweet after a sports game.