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*Dungeons & Dragons
What *is* D&D? (mild movie spoilers)
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<blockquote data-quote="OldOwlbear" data-source="post: 8981441" data-attributes="member: 7040373"><p>The movie certainly portrays a version of D&D, but not one I find enjoyable. I vastly prefer sitting closer to Appendix N than the movie does or most recent game books. It’s just not fun for me and not my taste. I’m happy there is an effort to create games to fill that gap with DCC, Hyperborea, and most recently Shadowdark, but I think it makes sense that some D&D fans are disappointed in the direction of the IP. It exists because of people’s passion for it and it would be strange for people not to have feelings about it when it goes in a direction they don’t want. I hope people continue to voice their desire for an old school style of D&D so that things continue to be made in that style, if not by WotC then by 3PPs.</p><p></p><p>What’s really awkward for WotC is that they sold one version of D&D, but the next big project is Dragonlance. It makes sense too - it’s an epic in the style of LotR with tons of material to use. But it’s a drastically different story and world from Honor Among Thieves. Realistically I think Hasbro is going for it all - they want to pull in fans that like a variety of D&Ds and they’ll support what sells most.</p><p></p><p>Sorry I’m biased so I’m rooting for Dragonlance. But to honestly answer the question, I don’t know what D&D is. WotC seems to want it to be the hobby, and a brand, and to serve multiple tastes if the plans for Dragonlance are any indication. But how do you do that? How do you explain to a broader audience that this next D&D movie/show is also D&D but very different? I guess the MCU did that well, but all the stories at least had a consistent setting.</p><p></p><p>The loss of Appendix N over the decades is somewhat of a loss for the game I think. Appendix N is a snapshot of fantasy/science fantasy from a very 20th century perspective that is now unique and quite different from fantasy today. I think what made D&D succeed was having this guiding framework of what an adventure means so that they could construct a concise set of game rules to emulate that fiction. Without a guiding framework, can the rules hold up on their own as they develop and are updated? Or do they start trying to appeal to too many types of adventure stories; becoming a jack of all trades but master of none so to speak?</p></blockquote><p></p>
[QUOTE="OldOwlbear, post: 8981441, member: 7040373"] The movie certainly portrays a version of D&D, but not one I find enjoyable. I vastly prefer sitting closer to Appendix N than the movie does or most recent game books. It’s just not fun for me and not my taste. I’m happy there is an effort to create games to fill that gap with DCC, Hyperborea, and most recently Shadowdark, but I think it makes sense that some D&D fans are disappointed in the direction of the IP. It exists because of people’s passion for it and it would be strange for people not to have feelings about it when it goes in a direction they don’t want. I hope people continue to voice their desire for an old school style of D&D so that things continue to be made in that style, if not by WotC then by 3PPs. What’s really awkward for WotC is that they sold one version of D&D, but the next big project is Dragonlance. It makes sense too - it’s an epic in the style of LotR with tons of material to use. But it’s a drastically different story and world from Honor Among Thieves. Realistically I think Hasbro is going for it all - they want to pull in fans that like a variety of D&Ds and they’ll support what sells most. Sorry I’m biased so I’m rooting for Dragonlance. But to honestly answer the question, I don’t know what D&D is. WotC seems to want it to be the hobby, and a brand, and to serve multiple tastes if the plans for Dragonlance are any indication. But how do you do that? How do you explain to a broader audience that this next D&D movie/show is also D&D but very different? I guess the MCU did that well, but all the stories at least had a consistent setting. The loss of Appendix N over the decades is somewhat of a loss for the game I think. Appendix N is a snapshot of fantasy/science fantasy from a very 20th century perspective that is now unique and quite different from fantasy today. I think what made D&D succeed was having this guiding framework of what an adventure means so that they could construct a concise set of game rules to emulate that fiction. Without a guiding framework, can the rules hold up on their own as they develop and are updated? Or do they start trying to appeal to too many types of adventure stories; becoming a jack of all trades but master of none so to speak? [/QUOTE]
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