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Wandering Monsters: You Got Science in My Fantasy!
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<blockquote data-quote="Mistwell" data-source="post: 6199081" data-attributes="member: 2525"><p>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?</p><p></p><p></p><p></p><p></p><p>The brand elements are what makes the game so successful because it makes it recognizable to people as D&D.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. This is the difference between a role playing game, and a board game or card game or similar rules-focused game. The role playing game is not about the rules, the rules are supposed to fade into the background so they don't get in the way of the role playing. Heck, the game could be played with no players knowing the overwhelming majority of the rules, successfully (only the DM really needs to know most rules). This is related to why D&D can never have a rule for every situation, as the quantity of situations is nearly infinite. It's a game that cannot primarily be about it's rules, because the game would fail the moment it didn't have a rule for a new situation. </p><p></p><p></p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6199081, member: 2525"] 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? The brand elements are what makes the game so successful because it makes it recognizable to people as D&D. 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. 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. This is the difference between a role playing game, and a board game or card game or similar rules-focused game. The role playing game is not about the rules, the rules are supposed to fade into the background so they don't get in the way of the role playing. Heck, the game could be played with no players knowing the overwhelming majority of the rules, successfully (only the DM really needs to know most rules). This is related to why D&D can never have a rule for every situation, as the quantity of situations is nearly infinite. It's a game that cannot primarily be about it's rules, because the game would fail the moment it didn't have a rule for a new situation. 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? [/QUOTE]
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