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General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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<blockquote data-quote="Sunseeker" data-source="post: 6848259"><p>Yeah no not really. I already live in a world where I advance incredibly slowly and gain very little wealth over time. I don't want to spend my hobby time repeating the process, even if I can sprout one wing and summon Meteor in the process. But you're asking me what <em>I</em> like, and I'm certain some people might enjoy what you're suggesting, but that's not what I look for in D&D.</p><p></p><p></p><p>I think changing over time can be a form of progression. But it requires a different sort of buy-in than what D&D is selling, IMO.</p><p></p><p></p><p>As a long-time MMO player, while yes, I can only speak for myself, I see that there are lots of people out there who expect games to progress. Few people are interested in a Raid group that doesn't get past the first boss. Few people are interested in running a dungeon where you die at the doorstep. And few people are interested in doing either if there aren't cool rewards that are A: valuable, B: unique, or C: better than what you already have. MMOs evolved from games like D&D, some obviously directly, some less so. But there are very, very few and they appeal to a very narrow niche of players, that have little room for progression. Even MOBAs, where, like your premise you start off really powerful and there is a shorter power curve, still offer rewards of A, B, and C. </p><p></p><p>There are many forms of progression, your premise to me sounds like "story progression", which given how people on at least these boards react to the concept of "railroading" requires a certain level of buy-in that is higher than what D&D starts off at.</p><p></p><p></p><p>Let me amend my post by agreeing with this. I would be okay for a sort of short, high-level, save the world, retire kind of game. I wouldn't want to play something like that over an extended duration (probably 2 months, tops, assuming weekly sessions).</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6848259"] Yeah no not really. I already live in a world where I advance incredibly slowly and gain very little wealth over time. I don't want to spend my hobby time repeating the process, even if I can sprout one wing and summon Meteor in the process. But you're asking me what [I]I[/I] like, and I'm certain some people might enjoy what you're suggesting, but that's not what I look for in D&D. I think changing over time can be a form of progression. But it requires a different sort of buy-in than what D&D is selling, IMO. As a long-time MMO player, while yes, I can only speak for myself, I see that there are lots of people out there who expect games to progress. Few people are interested in a Raid group that doesn't get past the first boss. Few people are interested in running a dungeon where you die at the doorstep. And few people are interested in doing either if there aren't cool rewards that are A: valuable, B: unique, or C: better than what you already have. MMOs evolved from games like D&D, some obviously directly, some less so. But there are very, very few and they appeal to a very narrow niche of players, that have little room for progression. Even MOBAs, where, like your premise you start off really powerful and there is a shorter power curve, still offer rewards of A, B, and C. There are many forms of progression, your premise to me sounds like "story progression", which given how people on at least these boards react to the concept of "railroading" requires a certain level of buy-in that is higher than what D&D starts off at. Let me amend my post by agreeing with this. I would be okay for a sort of short, high-level, save the world, retire kind of game. I wouldn't want to play something like that over an extended duration (probably 2 months, tops, assuming weekly sessions). [/QUOTE]
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Community
General Tabletop Discussion
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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