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What makes D&D, well... D&D?
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<blockquote data-quote="scourger" data-source="post: 1867561" data-attributes="member: 12328"><p><strong>the shared vision</strong></p><p></p><p>The shared vision of all the players at the table, including the DM, is what makes D&D. In my group, we each have an individual experience that goes back many years, usually back to the basic sets of the late 70s or early 80s. The rules of the game have changed over the ears, but its essence remains the same. As long as everyone knows which game we're playing (1e, 2e, 3.0, 3.5 etc.), we get along fine; and the game is great. Even when a dispute arises, we refer to whatever books are official for that game ad resolve it.</p><p></p><p>The problems arise when expectations do not match. I believe the biggest problems are conversions and house rules. Conversions take a character from one edition (or game system) and convert it to another. There are invariably areas where that character gains or loses, and the player is dissatisfied. Even if the character gains in many ways, the player will be dissatisfied with the losses because the vision for the character changed (even though the rest of the game world changed, too). I have sworn off conversions as a DM because they are just too much trouble. (I don't mind them so much as a player because I can always find a way to work with it.)</p><p></p><p>House rules pose a similar problem. It has been my expereince that DMs house rule things that they don't like or that they want to fit their vision of the game, which makes the game less certain for the players. One of my DMs changes things so that they work "the way they always did." He wants 3.x to play like 1e. The problem is that the players never really have a vision of what that means or how it will affect the characters negatively. When it does, there are problems. (Go figure.) I think a better solution is just to play a certain version of the game and stick to it. That way, the vision of the game is clear and verifiable. </p><p></p><p>I like to use an analogy of Monopoly. Many people play with money in Free Parking. It's not official. You won't find it in torunaments. But lots of people have fun with it. I have, too. But, I wouldn't find it fun if only one person could get Free Parking money or if everyone but me could get it. I would rather play the game as the rules are written, or at least have everyone know what the urles are before the dice start rolling.</p><p></p><p>The same goes for D&D.</p></blockquote><p></p>
[QUOTE="scourger, post: 1867561, member: 12328"] [b]the shared vision[/b] The shared vision of all the players at the table, including the DM, is what makes D&D. In my group, we each have an individual experience that goes back many years, usually back to the basic sets of the late 70s or early 80s. The rules of the game have changed over the ears, but its essence remains the same. As long as everyone knows which game we're playing (1e, 2e, 3.0, 3.5 etc.), we get along fine; and the game is great. Even when a dispute arises, we refer to whatever books are official for that game ad resolve it. The problems arise when expectations do not match. I believe the biggest problems are conversions and house rules. Conversions take a character from one edition (or game system) and convert it to another. There are invariably areas where that character gains or loses, and the player is dissatisfied. Even if the character gains in many ways, the player will be dissatisfied with the losses because the vision for the character changed (even though the rest of the game world changed, too). I have sworn off conversions as a DM because they are just too much trouble. (I don't mind them so much as a player because I can always find a way to work with it.) House rules pose a similar problem. It has been my expereince that DMs house rule things that they don't like or that they want to fit their vision of the game, which makes the game less certain for the players. One of my DMs changes things so that they work "the way they always did." He wants 3.x to play like 1e. The problem is that the players never really have a vision of what that means or how it will affect the characters negatively. When it does, there are problems. (Go figure.) I think a better solution is just to play a certain version of the game and stick to it. That way, the vision of the game is clear and verifiable. I like to use an analogy of Monopoly. Many people play with money in Free Parking. It's not official. You won't find it in torunaments. But lots of people have fun with it. I have, too. But, I wouldn't find it fun if only one person could get Free Parking money or if everyone but me could get it. I would rather play the game as the rules are written, or at least have everyone know what the urles are before the dice start rolling. The same goes for D&D. [/QUOTE]
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