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When does D&D stop being D&D?
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<blockquote data-quote="The Choice" data-source="post: 5969407" data-attributes="member: 90669"><p>I count myself among the people who "don't care about D&D as much". People who care about D&D are probably the same people who were appalled by the removal of ability score limits for female characters from 1e to 2nd.</p><p></p><p>Gaming is an ever evolving medium. In a sense, it is like art; if it ceases to evolve, it stagnates and loses relevance. To evolve, a game has to look at what works outside of its "shell" of common users. In the past, this meant, basically, market research, but nowadays, designers can and should look outside of their own specific field to find new and exciting ways to challenge, entertain and inspire their target audience. If that means looking at video games, movies and other forms of entertainment to discover what makes them work and then let what you found inspire you, it's a net plus for us, the consumers.</p><p></p><p>D&D, as a brand, has a unique niche in the collective imagination of... well North America (its lack of market penetration/domination in Europe is probably a sore spot for some brand managers past and present at WotC/TSR). Say "D&D" to someone, and you are likely to get a response (either positive or negative). No other RPG, CCG/CMG/whatever has such recognition. But beyond that, what do people know about it?</p><p></p><p>D&D is my prefered game. I've been playing it since the age of 11. I've love EVERY edition I ever played, but I was never blind to any of its flaws: the blatant mysoginy of 1st, the cobbled approach to 2e that left it a shambling, opaque monstrosity of house rules and out of control power spiral, the absolute imbalance of 3rd where spellcasters stomp all over the very encounter design tools promoted by the system, the stupid multi-classing rules from 4e, its hastily assembled subsystems that required months to correct, etc. But I followed the game.</p><p></p><p>I don't want D&D to become some designer's love-letter to his current game of choice, but I don't want designers to fetishize past editions for the sake of nostalgia or because something awesome they created might not "feel" like D&D. I want them to explore new ways of creating the D&D experience: if it means Vancian casting is thrown away, or +1 swords are removed, so be it. When I open a rulebook, I want to be blown away by the creativity, innovation and intelligence behind its design choice. Never again do I want the experience I had opening the 3.5 PHB.</p><p></p><p></p><p></p><p>This, though, I agree partially with, but again, D&D has evolved and has gained somewhat efficient tools in running games that spend time away from the meat and potatoes of dungeon exploration. When the game had as sole social interraction mechanic "whoever has the highest Charisma score and shouts loudest at the table wins the argument", you kind of had to expedite the things that weren't running around dark holes in the ground.</p></blockquote><p></p>
[QUOTE="The Choice, post: 5969407, member: 90669"] I count myself among the people who "don't care about D&D as much". People who care about D&D are probably the same people who were appalled by the removal of ability score limits for female characters from 1e to 2nd. Gaming is an ever evolving medium. In a sense, it is like art; if it ceases to evolve, it stagnates and loses relevance. To evolve, a game has to look at what works outside of its "shell" of common users. In the past, this meant, basically, market research, but nowadays, designers can and should look outside of their own specific field to find new and exciting ways to challenge, entertain and inspire their target audience. If that means looking at video games, movies and other forms of entertainment to discover what makes them work and then let what you found inspire you, it's a net plus for us, the consumers. D&D, as a brand, has a unique niche in the collective imagination of... well North America (its lack of market penetration/domination in Europe is probably a sore spot for some brand managers past and present at WotC/TSR). Say "D&D" to someone, and you are likely to get a response (either positive or negative). No other RPG, CCG/CMG/whatever has such recognition. But beyond that, what do people know about it? D&D is my prefered game. I've been playing it since the age of 11. I've love EVERY edition I ever played, but I was never blind to any of its flaws: the blatant mysoginy of 1st, the cobbled approach to 2e that left it a shambling, opaque monstrosity of house rules and out of control power spiral, the absolute imbalance of 3rd where spellcasters stomp all over the very encounter design tools promoted by the system, the stupid multi-classing rules from 4e, its hastily assembled subsystems that required months to correct, etc. But I followed the game. I don't want D&D to become some designer's love-letter to his current game of choice, but I don't want designers to fetishize past editions for the sake of nostalgia or because something awesome they created might not "feel" like D&D. I want them to explore new ways of creating the D&D experience: if it means Vancian casting is thrown away, or +1 swords are removed, so be it. When I open a rulebook, I want to be blown away by the creativity, innovation and intelligence behind its design choice. Never again do I want the experience I had opening the 3.5 PHB. This, though, I agree partially with, but again, D&D has evolved and has gained somewhat efficient tools in running games that spend time away from the meat and potatoes of dungeon exploration. When the game had as sole social interraction mechanic "whoever has the highest Charisma score and shouts loudest at the table wins the argument", you kind of had to expedite the things that weren't running around dark holes in the ground. [/QUOTE]
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