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Why do you play games other than D&D?
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<blockquote data-quote="Celebrim" data-source="post: 7632559" data-attributes="member: 4937"><p>Over the years I've played D&D in various flavors (including Pathfinder), CoC, Star Wars, Boot Hill, GURPS, RIFTS, Paranoia, Amber, Exalted, VtM, Gamma World, Mouse Gaurd, and Chill. I mostly play D&D because that's what people want to play. I've also read and/or own a ton of other rules sets.</p><p></p><p>Maybe it's me but of the above, only Amber, RIFTS, and Mouse Guard really played differently and none of those experiences were positive for me. </p><p></p><p>The mechanics for me are mostly math. How something plays has vastly more to do with what the GM prepared for the group to experience or how the GM handles the group experience than it does anything else. Systems have something that they are naturally designed to produce, and some of them - like D&D, Chill 2e, and WEG Star Wars - do a really good job of achieving it very naturally, but it's not that hard to shift your perspective and have say D&D play like CoC or CoC play like D&D or heck VtM play like D&D. In fact, if I could pin down why we dropped our CoC campaign after just a year of play it was that I had very inadvertently created a CoC campaign that was way too much like the D&D campaign I'd been running for years before - with Deep Ones running around, Cultists, and plots to put things in the heavens (I didn't know what the plot of 'Masks' before I bought it). </p><p></p><p>I play games other than D&D because some one offers to run them, or for the novelty. But I'm still waiting for the experience of a game that plays radically differently to D&D that I actually enjoy. I'd really been hoping to make it to some Cons this year to play a few radically different games with hopefully veterans of those games, but alas real life seems to always get in the way.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7632559, member: 4937"] Over the years I've played D&D in various flavors (including Pathfinder), CoC, Star Wars, Boot Hill, GURPS, RIFTS, Paranoia, Amber, Exalted, VtM, Gamma World, Mouse Gaurd, and Chill. I mostly play D&D because that's what people want to play. I've also read and/or own a ton of other rules sets. Maybe it's me but of the above, only Amber, RIFTS, and Mouse Guard really played differently and none of those experiences were positive for me. The mechanics for me are mostly math. How something plays has vastly more to do with what the GM prepared for the group to experience or how the GM handles the group experience than it does anything else. Systems have something that they are naturally designed to produce, and some of them - like D&D, Chill 2e, and WEG Star Wars - do a really good job of achieving it very naturally, but it's not that hard to shift your perspective and have say D&D play like CoC or CoC play like D&D or heck VtM play like D&D. In fact, if I could pin down why we dropped our CoC campaign after just a year of play it was that I had very inadvertently created a CoC campaign that was way too much like the D&D campaign I'd been running for years before - with Deep Ones running around, Cultists, and plots to put things in the heavens (I didn't know what the plot of 'Masks' before I bought it). I play games other than D&D because some one offers to run them, or for the novelty. But I'm still waiting for the experience of a game that plays radically differently to D&D that I actually enjoy. I'd really been hoping to make it to some Cons this year to play a few radically different games with hopefully veterans of those games, but alas real life seems to always get in the way. [/QUOTE]
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