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Where's Our D&D Theme Park?
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<blockquote data-quote="AmerginLiath" data-source="post: 7775448" data-attributes="member: 777"><p>I think it’s the very nature of D&D that makes it a bad for for a theme park — and even I say this as a guy who has run a few fantasy larp systems. Even though Dungeons and Dragons borrows from and subsequently creates settings which feature the sort of immersive environments around which parks or films can be made, the reason a park wouldn’t truly feel D&D is the same reason a film never feels D&D: the game is built around a system which is meant to explicitly replace the built environment and interactive action-resolution between “real” individuals (much like a radio play explicitly replaces the seen environment of theatre or film, using different tricks and tools to convey information and story through the senses). In a park, as in a film or in a live-action game, you lose the systems that makes up D&D (from the mode of action-resolution by dice, to the numerical tables and other math involved) as well as the descriptions and counter-descriptions by DM and player that construct a turn-based interactive storytelling game — instead you end up with a determined environment and actual physics involved in simultaneous completion of attempted action (as in the real environment, in which you effectively now are). That doesn’t mark the park/film/game as not good, but it marks it as utterly distinct in nature from the core mechanic and conceit that have defined D&D for forty years — and makes it impossible to “play Dungeons and Dragons” outside of certain ranges of parameters (those of us who grew up in the era of the Gold Box games can remind you that 3-18 stats and a rolling mechanic doesn’t make a game necessarily *feel* D&D when the technology isn’t able to allow for interaction and roleplaying).</p><p></p><p>None of that means that Hasbro/D&D can’t leverage their settings (which anyone who reads the novels and/or tries to replicate closely the style of action in the books realizes is an adaptation of the ruleset — and often an adaptation of one given edition — more than anything), many of which could make for wonderful films, television series, or interactive environments. But (the nature of brand management aside), there’s a difference between what Dungeons and Dragons is and what, for example, Forgotten Realms is that’s far more than which term applies to elven subraces. It’s telling that (for all the bells and whistles often involved) it’s traditional live play videos which have taken off showing D&D to a new generation, after decades of trying to figure out how to sell the game to video game fans and such — the game has an actual nature, and straying from that nature (or conflating it with the nature of other fantasy-related works) doesn’t serve the interest of the game well as either a brand or a work of collaborative art.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 7775448, member: 777"] I think it’s the very nature of D&D that makes it a bad for for a theme park — and even I say this as a guy who has run a few fantasy larp systems. Even though Dungeons and Dragons borrows from and subsequently creates settings which feature the sort of immersive environments around which parks or films can be made, the reason a park wouldn’t truly feel D&D is the same reason a film never feels D&D: the game is built around a system which is meant to explicitly replace the built environment and interactive action-resolution between “real” individuals (much like a radio play explicitly replaces the seen environment of theatre or film, using different tricks and tools to convey information and story through the senses). In a park, as in a film or in a live-action game, you lose the systems that makes up D&D (from the mode of action-resolution by dice, to the numerical tables and other math involved) as well as the descriptions and counter-descriptions by DM and player that construct a turn-based interactive storytelling game — instead you end up with a determined environment and actual physics involved in simultaneous completion of attempted action (as in the real environment, in which you effectively now are). That doesn’t mark the park/film/game as not good, but it marks it as utterly distinct in nature from the core mechanic and conceit that have defined D&D for forty years — and makes it impossible to “play Dungeons and Dragons” outside of certain ranges of parameters (those of us who grew up in the era of the Gold Box games can remind you that 3-18 stats and a rolling mechanic doesn’t make a game necessarily *feel* D&D when the technology isn’t able to allow for interaction and roleplaying). None of that means that Hasbro/D&D can’t leverage their settings (which anyone who reads the novels and/or tries to replicate closely the style of action in the books realizes is an adaptation of the ruleset — and often an adaptation of one given edition — more than anything), many of which could make for wonderful films, television series, or interactive environments. But (the nature of brand management aside), there’s a difference between what Dungeons and Dragons is and what, for example, Forgotten Realms is that’s far more than which term applies to elven subraces. It’s telling that (for all the bells and whistles often involved) it’s traditional live play videos which have taken off showing D&D to a new generation, after decades of trying to figure out how to sell the game to video game fans and such — the game has an actual nature, and straying from that nature (or conflating it with the nature of other fantasy-related works) doesn’t serve the interest of the game well as either a brand or a work of collaborative art. [/QUOTE]
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