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What *is* D&D?
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<blockquote data-quote="Reynard" data-source="post: 3990470" data-attributes="member: 467"><p>I think D&D is all of those -- and probably more -- but I can do without the KT&TS playstyle and the mechanical character build/advancement element. I like tactical combat, but it is okay if combat only happens every once in a while.</p><p></p><p>The most important one for me, as a play or a DM, is creating and exploring the fantastic world of the game. There's no singular way to do this of course, but for me all the other stuff takes a back seat to being really engaged by the illusionary reality of the game. D&D (or RPGs in general) is the only form of entertainment that really allows for it. You can find yourself deeply immersed in a really great novel or film or video game, but once it is done, you can't go back and make it more than it was. You never have to stop playing a particular campaign, or in a aprticular setting, with D&D. As long as there are still things to do, places to go, you can revisit it.</p><p></p><p>One of the reasons I like the "changing game" of earlier editions -- the perilous early adventures, the heroic mid-level quests, the founding of domains and such at higher levels -- is that it encourages continued, infinite play. There's no end because the game doesn't have a built in "end game" (it also helps that levelling is slow -- at a certain point, levelling takes a back seat to other reward from play). And even if you choose to stop a current campaign, the setting, and the last campaigns' effects on it, are still there for the next campaign. You can play the descendents of previous characters and adventure in the nation they built.</p><p></p><p>I miss that kind of play.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3990470, member: 467"] I think D&D is all of those -- and probably more -- but I can do without the KT&TS playstyle and the mechanical character build/advancement element. I like tactical combat, but it is okay if combat only happens every once in a while. The most important one for me, as a play or a DM, is creating and exploring the fantastic world of the game. There's no singular way to do this of course, but for me all the other stuff takes a back seat to being really engaged by the illusionary reality of the game. D&D (or RPGs in general) is the only form of entertainment that really allows for it. You can find yourself deeply immersed in a really great novel or film or video game, but once it is done, you can't go back and make it more than it was. You never have to stop playing a particular campaign, or in a aprticular setting, with D&D. As long as there are still things to do, places to go, you can revisit it. One of the reasons I like the "changing game" of earlier editions -- the perilous early adventures, the heroic mid-level quests, the founding of domains and such at higher levels -- is that it encourages continued, infinite play. There's no end because the game doesn't have a built in "end game" (it also helps that levelling is slow -- at a certain point, levelling takes a back seat to other reward from play). And even if you choose to stop a current campaign, the setting, and the last campaigns' effects on it, are still there for the next campaign. You can play the descendents of previous characters and adventure in the nation they built. I miss that kind of play. [/QUOTE]
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