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what makes a game "D&D"?
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<blockquote data-quote="woodelf" data-source="post: 1228935" data-attributes="member: 10201"><p>This is one that's been knocking around in my head for a while: what makes an RPG "Dungeons & Dragons"? Why does D&D3E qualify, but Arcana Unearthed doesn't? Or is it just a name thing, and, looking at the contents, both would? More generally, what does the game have to have to still be "D&D"? </p><p></p><p>I'm in the midst of a project with a worknig title of "D&D 'Done Right'"--it'll have a real name eventually. Anyway, the impetus is that i don't care for many of the details of D&D3E, and in fact like it less well than AD&D2, despite it being objectively better in some of those same areas. My goal is to take the basic framework of D20 System and build a fantasy game that does "D&D" better than D&D3(.5)E does [IMHO, of course]. Now, i know most of you will think this is hubris--it may well be. But it has raised some interesting issues. They can all be summed up with "what can i change, and what should i leave alone?" This particular line of thought was triggered for me when i read Arcana Unearthed, and realized that i thought it was "more 'D&D' than D&D3E", despite the numerous changes. This combines with the fact that i'd made extensive changes to AD&D2, without, IMHO, making it into a different game--it was still "D&D"--yet D&D3E made none of those same changes, and instead changed all sorts of things i'd left alone. Furthermore, over the years D&D has had at least 3 distinct systems, with just about the only common elements being the 4 stats, inflative hps, leveled classes, fire-and-forget spells, and rolling a d20 for most actions. And, a few curmudgeons aside, everyone accepts all of them as being D&D, at least to varying degrees.</p><p></p><p>So, i guess i'm sort of getting at whether or not there is a consensus on the "sacred cows" of D&D. If so, what is it? What absolutely must be present for it to be "D&D"? Some specific elements i'm thinking about changing, but leery of: armor that provides DR, rather than making you harder to hit; different 6 stats; different spell prep/casting; unifying magic, a la AU, rather than having divine and arcane. Can i change some of these (all of these?) and still have a game that could be considered "D&D" (well, except for trademark restrictions, of course)?</p></blockquote><p></p>
[QUOTE="woodelf, post: 1228935, member: 10201"] This is one that's been knocking around in my head for a while: what makes an RPG "Dungeons & Dragons"? Why does D&D3E qualify, but Arcana Unearthed doesn't? Or is it just a name thing, and, looking at the contents, both would? More generally, what does the game have to have to still be "D&D"? I'm in the midst of a project with a worknig title of "D&D 'Done Right'"--it'll have a real name eventually. Anyway, the impetus is that i don't care for many of the details of D&D3E, and in fact like it less well than AD&D2, despite it being objectively better in some of those same areas. My goal is to take the basic framework of D20 System and build a fantasy game that does "D&D" better than D&D3(.5)E does [IMHO, of course]. Now, i know most of you will think this is hubris--it may well be. But it has raised some interesting issues. They can all be summed up with "what can i change, and what should i leave alone?" This particular line of thought was triggered for me when i read Arcana Unearthed, and realized that i thought it was "more 'D&D' than D&D3E", despite the numerous changes. This combines with the fact that i'd made extensive changes to AD&D2, without, IMHO, making it into a different game--it was still "D&D"--yet D&D3E made none of those same changes, and instead changed all sorts of things i'd left alone. Furthermore, over the years D&D has had at least 3 distinct systems, with just about the only common elements being the 4 stats, inflative hps, leveled classes, fire-and-forget spells, and rolling a d20 for most actions. And, a few curmudgeons aside, everyone accepts all of them as being D&D, at least to varying degrees. So, i guess i'm sort of getting at whether or not there is a consensus on the "sacred cows" of D&D. If so, what is it? What absolutely must be present for it to be "D&D"? Some specific elements i'm thinking about changing, but leery of: armor that provides DR, rather than making you harder to hit; different 6 stats; different spell prep/casting; unifying magic, a la AU, rather than having divine and arcane. Can i change some of these (all of these?) and still have a game that could be considered "D&D" (well, except for trademark restrictions, of course)? [/QUOTE]
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