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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9030486" data-attributes="member: 6787650"><p>It's certainly not the first time I've heard the argument made, and I tend to agree. Quoting <a href="https://thealexandrian.net/wordpress/44578/roleplaying-games/whither-the-dungeon-the-decline-and-fall-of-dd-adventures" target="_blank">Whither the Dungeon? – The Decline and Fall of D&D Adventures</a></p><p></p><p><em>I’ve talked in the past about how D&D 5th Edition doesn’t teach DMs how to run dungeons. In fact, it doesn’t even teach them how to key a dungeon map (or provide an example of a keyed dungeon map).</em></p><p><em></em></p><p><em>(To understand how weird this is, consider that the 5th Edition Starter Set includes a detailed explanation of exactly how a DM should use boxed text, but still doesn’t tell the DM how to run the dungeon that’s included in the sample adventure. Like, there was a perceived need to very specifically explain how you read text out loud, but not a perceived need to explain how you’re supposed to run a dungeon… the thing that’s actually unique to being a GM. But I digress.)</em></p><p><em></em></p><p><em>By contrast, the original edition of D&D in 1974 contains very specific instructions for both things: How to prep a dungeon and how to run the dungeon.</em></p><p><em></em></p><p><em>This is not some newfangled failure on the part of 5th Edition. It’s the end of a very long trend line (briefly interrupted, but only partially reversed by 3rd Edition) in which the D&D rulebooks have slowly stopped teaching DMs how to run the game at arguably its most fundamental level. <em>Snip</em></em></p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9030486, member: 6787650"] It's certainly not the first time I've heard the argument made, and I tend to agree. Quoting [URL="https://thealexandrian.net/wordpress/44578/roleplaying-games/whither-the-dungeon-the-decline-and-fall-of-dd-adventures"]Whither the Dungeon? – The Decline and Fall of D&D Adventures[/URL] [I]I’ve talked in the past about how D&D 5th Edition doesn’t teach DMs how to run dungeons. In fact, it doesn’t even teach them how to key a dungeon map (or provide an example of a keyed dungeon map). (To understand how weird this is, consider that the 5th Edition Starter Set includes a detailed explanation of exactly how a DM should use boxed text, but still doesn’t tell the DM how to run the dungeon that’s included in the sample adventure. Like, there was a perceived need to very specifically explain how you read text out loud, but not a perceived need to explain how you’re supposed to run a dungeon… the thing that’s actually unique to being a GM. But I digress.) By contrast, the original edition of D&D in 1974 contains very specific instructions for both things: How to prep a dungeon and how to run the dungeon. This is not some newfangled failure on the part of 5th Edition. It’s the end of a very long trend line (briefly interrupted, but only partially reversed by 3rd Edition) in which the D&D rulebooks have slowly stopped teaching DMs how to run the game at arguably its most fundamental level. [I]Snip[/I][/i] [/QUOTE]
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