D+1 said:
D&D, and indeed all RPG's, are no better than the DM that runs them. A bad DM can take the penultimate rules and waste everyones time. A good DM can take virtually any ruleset and run a game that will be enjoyable and interesting. Your experience here has nothing to do with the rules being used themselves, but with HOW they're being used. There's nothing in 3E/3.5 that prevents or even discourages running a free-form, open-ended campaign any more than any previous version. If anything it encourages it like no previous edition has by enabling all manner of refinements and changes to be worked into the system with the least amount of fuss and bother.
Absolutely. Couldn't have said it better myself.
D + 1 said:
Two things have changed over the years that have brought you to your current position. First, although free-wheeling sorts of campaigns are no less enjoyable it has become fashionable to scorn such games and those who play them. Story, which in the early days of RPG's was often thin or non-existent, has now perhaps swung too far to where it's now OVER-emphasized. The game became what it is today more through ROLLplaying than ROLEplaying. While the improvement to the gaming experience through more sophisticated roleplaying cannot be overlooked there are those who seek to eliminate as much of the "game" portion of "roleplaying game" as is possible. For those of use who still enjoy the "game" as much as the "roleplaying" it's as easy a problem to fix as shouting "Screw this! I'm gonna roll dice at something!"
Ah, the "Thermidor Reaction" school of thought to gaming. I'd argue that this has over-corrected again through the "back to the dungeon" mentality that was a driving goal and force behind the 3e ruleset. For me, though, it was always that way. I don't care about the roots of the game, I was interested in D&D because I was interested in fantasy books. The more the product of an RPG session feels like Warhammer Quest as opposed to
Lord of the Rings the more dissatisfied I am with it. That's a big part of the reason I left D&D before 2e even came out and barely even bothered looking again until 3e.
Then again, I also believe, ironically, that focusing too much on story ala White Wolf does not give you the result you want. I'm almost paranoid as a GM about railroading; I do
nothing if I can help it to restrict the freedom of the PCs. But the situations described in the first post aren't really about freedom, IMO, they're about doing goofy things in game, or purposefully bucking the theme and tone of the campaign in a spirit of juvenile rebellion. I don't have any interest in that type of playstyle anymore. It's only coincidental that that's associated with AD&D or Basic D&D or other older editions of the game, because those were the editions that were out when I was young, foolish, and knew people that played that way. I firmly believe that the ruleset doesn't encourage or discourage playstyle on such a broad level.
D + 1 said:
Second, as game design has improved and the years have rolled by, established campaign worlds have become extraordinarly... complete... structured. The number of home-brewed campaign worlds have shrunk and the older the published game world the greater the depth of its description. And they are ALL designed from top down, instead of bottom up which is the method least conducive to making adjustments to the setting at will. And all that compiled information on a given game world tends to discourage DM's in their creativity in exchange for alleviating the burdens of time and effort otherwise needed to create and maintain the campaign world. As your observation suggests - and I would agree - this has NOT been a good thing.
The GAME is not actively stifling creativity but DM's and players are FAR less obligated to exercise their creativity as they once were because there's such a well-developed crutch and support system for them to lean on.
That may be true, but homebrews have never been scarce in my neck of the woods. I absolutely refuse to run anything else, for instance.