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What is the essence of D&D
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<blockquote data-quote="Jacob Lewis" data-source="post: 7792374" data-attributes="member: 6667921"><p>A cleric, a fighter, a magic-user, and a thief walk into a tavern. A stranger approaches and gives them a quest to find the macguffin and save the village. The party ventures forth into the dungeon, exploring and fighting weird monsters and strange traps that someone put there for no logical reason other than to oppose unwanted guests at that particular time. Battles are won. Treasure is found. And the party returns as heroes, stronger than before and ready to face greater battles and win better treasures. </p><p></p><p>This, to me, is D&D at its core. The characters may change, but the roles (and the goals) remain the same. "Dungeons" are not literally defined as many variations exist as wilderness, aquatic, planar, and urban sites. Narratives can vary as much as the settings, as well as degrees. A story-driven campaign is as much "D&D" as any tactical/combat-heavy dungeon crawl.</p><p></p><p>But that is just my take from personal experience. Ask someone who just started recently, without exposure to the edition changes, supplement bloat, and enduring nostalgia. This renaissance that is occurring today is their starting point. The old style that we grew up with may appear archaic and perplexing to the modern ideals and standards of game design. </p><p></p><p>For all its flaws and imperfections, D&D is a household name. It is the common point of reference for all other roleplaying games, as well as the yard stick by which all others are measured against. That doesn't automatically make it the best, mind you. But it remains the standard in the industry/hobby/genre.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7792374, member: 6667921"] A cleric, a fighter, a magic-user, and a thief walk into a tavern. A stranger approaches and gives them a quest to find the macguffin and save the village. The party ventures forth into the dungeon, exploring and fighting weird monsters and strange traps that someone put there for no logical reason other than to oppose unwanted guests at that particular time. Battles are won. Treasure is found. And the party returns as heroes, stronger than before and ready to face greater battles and win better treasures. This, to me, is D&D at its core. The characters may change, but the roles (and the goals) remain the same. "Dungeons" are not literally defined as many variations exist as wilderness, aquatic, planar, and urban sites. Narratives can vary as much as the settings, as well as degrees. A story-driven campaign is as much "D&D" as any tactical/combat-heavy dungeon crawl. But that is just my take from personal experience. Ask someone who just started recently, without exposure to the edition changes, supplement bloat, and enduring nostalgia. This renaissance that is occurring today is their starting point. The old style that we grew up with may appear archaic and perplexing to the modern ideals and standards of game design. For all its flaws and imperfections, D&D is a household name. It is the common point of reference for all other roleplaying games, as well as the yard stick by which all others are measured against. That doesn't automatically make it the best, mind you. But it remains the standard in the industry/hobby/genre. [/QUOTE]
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