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<blockquote data-quote="pemerton" data-source="post: 3231157" data-attributes="member: 42582"><p>I haven't gone through my (3e) DMG to see exactly what it says on this topic. But various articles on the WoTC web site (eg Save My Game-type columns) seem to imply that a variety of styles is possible. And in my experience on these boards, the suggestion that the D&D ruleset does support one particular play style - broadly, tactical or resource-management style - over other styles, like thematic or emotional immersion, tends to produce a very hostile repsonse from the majority of posters.</p><p></p><p>When it comes to what Gygax intended, I think 1st ed D&D has conflicting tendencies. Parts of the system - eg weapon vs armour, stronghold building and maintenance, the long discussion of taxation in the DMG - seem intended to support a medieval immersion game like Chivalry and Sorcery; other parts, like the adventuring advice in the PHB and the XP rules, seem intended to support a 3E-style resource-management game.</p><p></p><p>Either sort of game can be a fun way to spend one's time, but I do think it is hard to combine them: resource-management play does not tend to produce very realistic medieval simulation, nor simulation of any of the main literary genres: neither LotR nor Conan stories involve the protagonists making choices guided primarily by resource considerations.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3231157, member: 42582"] I haven't gone through my (3e) DMG to see exactly what it says on this topic. But various articles on the WoTC web site (eg Save My Game-type columns) seem to imply that a variety of styles is possible. And in my experience on these boards, the suggestion that the D&D ruleset does support one particular play style - broadly, tactical or resource-management style - over other styles, like thematic or emotional immersion, tends to produce a very hostile repsonse from the majority of posters. When it comes to what Gygax intended, I think 1st ed D&D has conflicting tendencies. Parts of the system - eg weapon vs armour, stronghold building and maintenance, the long discussion of taxation in the DMG - seem intended to support a medieval immersion game like Chivalry and Sorcery; other parts, like the adventuring advice in the PHB and the XP rules, seem intended to support a 3E-style resource-management game. Either sort of game can be a fun way to spend one's time, but I do think it is hard to combine them: resource-management play does not tend to produce very realistic medieval simulation, nor simulation of any of the main literary genres: neither LotR nor Conan stories involve the protagonists making choices guided primarily by resource considerations. [/QUOTE]
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