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General Tabletop Discussion
*Dungeons & Dragons
what is it about 2nd ed that we miss?
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<blockquote data-quote="Neonchameleon" data-source="post: 6862323" data-attributes="member: 87792"><p>Ironically this is why Story-Games and RPGs like Fate are much much better for immersive roleplaying where you make decisions as someone who exists in a world than attempts at world simulation and physics-sims. The mechanics of a story-game exist <em>to align the thoughts of the players and the motivations of the player with those of the character they are trying to play.</em> More physics-based rule that take little account of the psychology and motivations of the characters, and their connection to the wider world, lead to abstract play where you have a pawn that might as well be a playing piece rather than a part of the setting. And bad motivational guidance like classic two axis alignment that's just a thorough going mess almost enforces that you will play your character as a playing piece by putting a hard no in the rules whether or not it makes psychological sense for the character.</p><p></p><p>And due to the granular nature of rules <em>any physics sim with anything even slightly resembling XP is setting up gamist rules and encouraging pawn-play</em>. If instead you want characters to be part of a world then the important part of being part of a world isn't whether a longsword does d8 or d10 damage. It's how you get on with your neighbour. And the rules should focus on that.</p><p></p><p>The central conceit of <em>Dungeons and Dragons</em> was "Why can't we break the rules of a wargame so we can win and have fun through subverting the gamist structure as a part of pawn play". If you don't think that pawn play is a good thing don't play Dungeons and Dragons.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6862323, member: 87792"] Ironically this is why Story-Games and RPGs like Fate are much much better for immersive roleplaying where you make decisions as someone who exists in a world than attempts at world simulation and physics-sims. The mechanics of a story-game exist [I]to align the thoughts of the players and the motivations of the player with those of the character they are trying to play.[/I] More physics-based rule that take little account of the psychology and motivations of the characters, and their connection to the wider world, lead to abstract play where you have a pawn that might as well be a playing piece rather than a part of the setting. And bad motivational guidance like classic two axis alignment that's just a thorough going mess almost enforces that you will play your character as a playing piece by putting a hard no in the rules whether or not it makes psychological sense for the character. And due to the granular nature of rules [I]any physics sim with anything even slightly resembling XP is setting up gamist rules and encouraging pawn-play[/I]. If instead you want characters to be part of a world then the important part of being part of a world isn't whether a longsword does d8 or d10 damage. It's how you get on with your neighbour. And the rules should focus on that. The central conceit of [I]Dungeons and Dragons[/I] was "Why can't we break the rules of a wargame so we can win and have fun through subverting the gamist structure as a part of pawn play". If you don't think that pawn play is a good thing don't play Dungeons and Dragons. [/QUOTE]
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what is it about 2nd ed that we miss?
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