Mistwell
Crusty Old Meatwad
Everything I do is impossible. It's simple to ditch tropes. Just quit storytelling.
You want a set of generic fantasy rpg rules? There are those...but it's definitely not D&D.
Everything I do is impossible. It's simple to ditch tropes. Just quit storytelling.
I don't know where you read that, but no.You want a set of generic fantasy rpg rules? There are those...but it's definitely not D&D.
I don't know where you read that, but no.
I mean, just engage with the elements of the game as a game. Story telling is an act similar to art or science or game play. I wouldn't call art storytelling, but I see how some art might be engaged to do so. D&D is a role playing game. Drop the storytelling aspect and keep the role playing and game play.Removing any trope/storytelling elements from the game (which is all the fluff, all the color) makes it a generic fantasy RPG. That's where I got that. What did you mean by "Just quit storytelling" if you didn't mean "remove all color/fluff from the game"?
I mean, just engage with the elements of the game as a game. Story telling is an act similar to art or science or game play. I wouldn't call art storytelling, but I see how some art might be engaged to do so. D&D is a role playing game. Drop the storytelling aspect and keep the role playing and game play.
I think these are addressals. Wrestling can be done as a game with set objectives and rules or as a narrative like WWE or for furthering science or performed with artistic sensibilities and so on. I wouldn't try and claim wrestling as something you could point at and say "game", though I think it's a game first and foremost. The rules support game play as the primary purpose and not so much the others.I am not understanding the distinction you're making, could you give me an example of a storytelling element, role playing element, and game play element in D&D? For example, would you remove a stated relationship between githziri and githyanki? Would you remove unique characters like Tiamat and Orcus? Those are all story elements in my opinion, and I also think they're a crucial part of the D&D brand.
Actually, 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.Remathilis said:EDIT:
That should be easy to do. Just play Fourth edition!
I think these are addressals.
The brand elements are not really the rules,
just like Greyhawk is not The Setting of D&D.
A game is its rules.
I wouldn't say your list configured into D&D rules couldn't be in the game, but I think your list treated as story is more like trying to brand Chess with the particular board and pieces you are using. 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. Unofficial homebrew settings are every bit as much defining of D&D if not more so than brand-owner published ones.
It's antiquated. Think "address" in terms of focusing one's skill and attention upon, but in reference to the activity as the whole process.That word, 'addressal', is not a word I have ever heard of, nor one I can find in any dictionary. And as you use it multiple times, it must be intentional. And I cannot think of what it might be a typo for..."address" doesn't work in that sentence, and that's the closest I can come to that word. So, am I just ignorant, or is this not a word?
I would say the rules make it recognizable to people as D&D otherwise people might confuse the D&D movies as the actual game.The brand elements are what makes the game so successful because it makes it recognizable to people as D&D.
Yeah, the code behind the screen used by Gygax was tied to Greyhawk's design (however loosely) and how those rules determined play resulted over time in an indelibly D&D campaign setting. One of many.It's commonly referred to as the implied setting, as elements of Greyhawk show up on a regular basis throughout the rules, often as things like recognizable spell names.
If you know the rules to Chess you can spot people playing it without them needing to tell you so. Games aren't labels. They are their definitions, their particular diversity. And character performance isn't necessary to play D&D (which is the definition I assume you're using for RP).It's really not. I guess this is the major issue I have with what you're saying. The game is not the rules. The rules aid the game, but the game is the role playing, which isn't the rules.
I went into length about distinguishing the three for D&D in my last post. I guess you could say the rules and the performance of the rules are game elements. The Class roles as defined within those rules and their performance within the game are role playing. And the story element isn't important at all. It's trying to treat a game as theater, which is actually kind of insulting to any gamer in the way claiming actual wrestling is fake like WWE. To further claim all wrestling (role playing) is fake and about the narrative result is not about being pro-narrative or celebrating storytelling. It's anti-game play.I am back to asking could you please give me an example of a storytelling element, role playing element, and game play element in D&D?