Yes. That is what "YMMV" as to the issue of identity meant! Apology accepted.Barastrondo said:I'm sorry, Ariosto, but in regards to the original example of death being, or not being, a consequence because a character is so easily replaced, you really can't get the entire story from mechanics alone.
I cannot see what else to make of your drawing so much attention to the fact that old D&D happened to be, well, simply what it was. So are all other things. Yet, you seem to consider it somehow to have solved a big problem to change that one particular thing into this other particular thing -- which is just as different from just as many other things, as far as I can see!Out of curiosity, who's been claiming that the game itself was such a horrible imposition?
One naturally wonders where that might lie. One also hopes to be educated as to why your opinion on that point should be more important than that of the people to whom the referent is the game known by that name for 35+ years; or those to whom it is the game known by that name for a decade.Sure, there is a point at which you can convince me that a game is no longer D&D
Ah, yes. That is a very significant situation. I might not agree with some fine points, but at least there is a train of reasoning that I can follow.For the keeping multiple editions in print: it's less Newton's Laws and more like Distributor's Laws.
Next ... you offer something of which I cannot make head or tail. The argument for offering both apples and oranges, or even oranges billed as oranges (rather than as the kumquats that were discontinued for poor sales), is that one cannot otherwise profit from the trade. Now, if the trade in fact is not profitable, then that would be the argument against supplying a demand.
I cannot see what else to make of your drawing so much attention to the fact that old D&D happened to be, well, simply what it was.
So are all other things. Yet, you seem to consider it somehow to have solved a big problem to change that one particular thing into this other particular thing -- which is just as different from just as many other things, as far as I can see!
You seem to make equations that just do not balance by any stretch unless there are some really heavy hidden factors. If you have been assuming that I somehow know what those are, so that they literally go without saying, then I must emphasize my ignorance.
One naturally wonders where that might lie. One also hopes to be educated as to why your opinion on that point should be more important than that of the people to whom the referent is the game known by that name for 35+ years; or those to whom it is the game known by that name for a decade.
I think that somehow this has been lost in the discussion, and it's the central distinction to the storytelling versus sandbox distinction. I was lucky enough to play a game with Gary many years ago (I was, if I remember correctly, 9 at the time!) and the game was entirely what we made of it. Gary presented a level in Greyhawk that the group was exploring and we were left to do precisely what we wanted. He listened to everyone's ideas and dealt with the repercussions impartially. I really had a fantastic time at that game (in large part because Gary listened to what I wanted to do and treated me like an adult, which to someone my age was a _huge_ complement.The best example of "not a storytelling game" I can give is when the ENW moderators were lucky enough to play with Gary Gygax at GenCon several years ago, delving into the first layer of the dungeons beneath Castle Greyhawk. Rel did a fascinating job of writing this up (and I'm still bitter that a gelatinous cube ate my mule!), but I was a little surprised that the game was nothing like my own DMing style. There was no plot at all, no theme to the monsters, and no attempt by Gary to steer us in any direction whatsoever. We chose where in the ruins to descend; we chose what doors to enter, and where we went. We surprised monsters or they surprised us, but even after going through several empty rooms in what I'd consider uncomfortable pacing, what we encountered was dictated solely by what was written on the map beforehand.
This was true to the extent that none of the rooms had any decor or furniture in them at all, and I mentioned it; Gary looked a little embarrassed and said that he had left the random dungeon trimming table at home.
We had a spectacular time, of course, and I'm going to remember that game for a long time. Seeing this emphasized to me that my own style tends more towards the plot-driven and cinematic than the old-school dungeon delves.
Nor are there likely to be, unless you advertise your criteria! How and why you expect anyone otherwise to take an interest and try in the first place is baffling.Barastrondo said:there have been no proofs that any edition of D&D is "not D&D,"
In my experience a good sandbox referee does the same thing.A good storytelling GM gives me the idea that there's something going on that's larger than what I and the rest of my group are concerned with.
I'm not familiar with . . . Burning Sky. Could you give an example of what you mean by a "strong theme?"The same game run just as a sandbox would not have the strong themes that resonate throughout the entire campaign, because the players would likely never come across them.