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What makes D&D, D&D?
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<blockquote data-quote="MechaPilot" data-source="post: 7487942" data-attributes="member: 82779"><p>I've used a lot of different games to basically play D&D. The Palladium Fantasy RPG and the Cinematic Unisystem (used in games like Army of Darkness and Buffy the Vampire Slayer) have worked great as RPG systems other than D&D with which to play a game of D&D.</p><p></p><p>And, frankly, the question this thread poses is one I've discussed before. Virtually everyone who's seen the edition wars has seen the following conversation (although it was likely in a much more adversarial and antagonistic format at the time): </p><p></p><p>A: X isn't D&D.</p><p></p><p>B: What? Of course it is.</p><p></p><p>A: Okay. It has D&D in the name, but that doesn't make it D&D because it's missing (obvious hyperbole of an amount) things that are needed to make the game D&D.</p><p></p><p>B: I don't consider Y to be a necessary part of the identity of D&D.</p><p></p><p>A: Then what is D&D to you?</p><p></p><p></p><p>For me, a lot of the stuff that is "D&D" isn't hard-coded into the mechanics of the game. Rather, it's things that give the game a certain tone and feel. Mimics, Mind-flayers, certain specific magic items (Apparatus of Kawalish, Portable Hole and Bag of Holding, I'm looking at you here), etc. And all of these are things that can be represented in virtually any system in which one plays.</p><p></p><p></p><p></p><p></p><p></p><p>I wouldn't say reversing who rolls the die is "expressed very differently," especially compared the the change between specified categories like "breath weapons," "death," or "rod/staff/wand" and the three resistive ability scores (Dex/Con/Wis) you see between the AD&D 2e and 3e saving throws.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7487942, member: 82779"] I've used a lot of different games to basically play D&D. The Palladium Fantasy RPG and the Cinematic Unisystem (used in games like Army of Darkness and Buffy the Vampire Slayer) have worked great as RPG systems other than D&D with which to play a game of D&D. And, frankly, the question this thread poses is one I've discussed before. Virtually everyone who's seen the edition wars has seen the following conversation (although it was likely in a much more adversarial and antagonistic format at the time): A: X isn't D&D. B: What? Of course it is. A: Okay. It has D&D in the name, but that doesn't make it D&D because it's missing (obvious hyperbole of an amount) things that are needed to make the game D&D. B: I don't consider Y to be a necessary part of the identity of D&D. A: Then what is D&D to you? For me, a lot of the stuff that is "D&D" isn't hard-coded into the mechanics of the game. Rather, it's things that give the game a certain tone and feel. Mimics, Mind-flayers, certain specific magic items (Apparatus of Kawalish, Portable Hole and Bag of Holding, I'm looking at you here), etc. And all of these are things that can be represented in virtually any system in which one plays. I wouldn't say reversing who rolls the die is "expressed very differently," especially compared the the change between specified categories like "breath weapons," "death," or "rod/staff/wand" and the three resistive ability scores (Dex/Con/Wis) you see between the AD&D 2e and 3e saving throws. [/QUOTE]
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