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Why is realism "lame"?
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<blockquote data-quote="Balesir" data-source="post: 6066796" data-attributes="member: 27160"><p>For what it may be worth, I don't see [MENTION=6683307]CroBob[/MENTION] as fixed on arguing that "realistic D&D" is "wrong" so much as holding my initial position of puzzlement over why some folk desire to use D&D for "realistic" play. At first blush it can seem like deciding to do time trialling on a pushbike, but choosing a unicycle to do it on; there's little doubt that it's <em>possible</em>, on some level, but it's puzzling why anyone would <em>want</em> to do it.</p><p></p><p>I have come to realise that the simple truth seems to be that, for some people, D&D <strong><em>is</em></strong> roleplaying. Replace "D&D" with "roleplaying" in what they say and I agree with most of it completely; it's hard not to. Some folk hold this view, and they have every right to do so, but I think it does have a few unfortunate side-effects for D&D from my point of view.</p><p></p><p> [MENTION=2067]Kamikaze Midget[/MENTION] asks why D&D can't be made more "flexible" in order to please everyone, at least via a bit of tweaking and module selection. I think that may well be a good way to please those folk for whom D&D ought to be all of roleplaying in microcosm. It <em>is</em> a tall order simply because roleplaying is quite literally limited only by the players' imaginations, but I think that quite a lot of ground that would seem "sensical" to the mainstream gamer could probably be covered without too much hassle. The problem (for me) is that this won't please <em>me</em>, because it specifically excludes the style of play I have finally found a class/level/hit point system to be useful for. It excludes a tight, clearly laid out system that is balanced such that players are given both interesting choices (i.e. ones where no single option is clearly "optimal") <em>and</em> a clear understanding of the implications of those choices (via the understanding of a largely unambiguous game system).</p><p></p><p>This is, in essence, why I said some while ago that I wish 4e had been produced as something other than "D&D". There is clearly a significant constituency "out there" for whom D&D is either something very specific in terms of its tropes and DM-malleability or expected to be adaptable into anything that roleplaying itself "should" be. This is probably largely because it has always been the "big boy" on the block - whatever. My position is simply that, if that is what the "mainstream major game" has to be then I'm really not interested in it - but others clearly are, and good luck to them.</p><p></p><p>So, to CroBob and the rest I would say: there is a "mainstream" of gamers out there who either want D&D to be a specific thing (i.e., what it has always been, with perhaps a few tweaks to make it simpler without losing that "special something"), or want it to stretch to cover everything that they imagine they want to be included in a roleplaying game. You and I don't share this desire of the game - we may even think it's a doomed and hopeless phant'sy - but it's really not for us to say it's "wrong" or that those folks don't have a right to want what they want. It's a tragedy (for us) that a game that (for us) finally makes sense of all those D&D system tropes is being dumped so that D&D can return to these "mainstream" desires - but denying the mainstream their "dream game" would be just as much an unfairness to them.</p><p></p><p>The simple fact seems to be that we got out-voted - either by greater numbers or by folks whose vote counts for more than ours. I wish it looked like an non-mainstream game would pick up the baton for the sort of game I see and like in 4e - I think it still has lots of development potential to explore - but that seems unlikely due to the "GSL lock" that WotC have on it. I suppose I'll carry on with the "final" 4e and maybe try some of that development myself - but, even absent that, there are plenty more fish/systems out there in the sea...</p></blockquote><p></p>
[QUOTE="Balesir, post: 6066796, member: 27160"] For what it may be worth, I don't see [MENTION=6683307]CroBob[/MENTION] as fixed on arguing that "realistic D&D" is "wrong" so much as holding my initial position of puzzlement over why some folk desire to use D&D for "realistic" play. At first blush it can seem like deciding to do time trialling on a pushbike, but choosing a unicycle to do it on; there's little doubt that it's [I]possible[/I], on some level, but it's puzzling why anyone would [I]want[/I] to do it. I have come to realise that the simple truth seems to be that, for some people, D&D [B][I]is[/I][/B] roleplaying. Replace "D&D" with "roleplaying" in what they say and I agree with most of it completely; it's hard not to. Some folk hold this view, and they have every right to do so, but I think it does have a few unfortunate side-effects for D&D from my point of view. [MENTION=2067]Kamikaze Midget[/MENTION] asks why D&D can't be made more "flexible" in order to please everyone, at least via a bit of tweaking and module selection. I think that may well be a good way to please those folk for whom D&D ought to be all of roleplaying in microcosm. It [I]is[/I] a tall order simply because roleplaying is quite literally limited only by the players' imaginations, but I think that quite a lot of ground that would seem "sensical" to the mainstream gamer could probably be covered without too much hassle. The problem (for me) is that this won't please [I]me[/I], because it specifically excludes the style of play I have finally found a class/level/hit point system to be useful for. It excludes a tight, clearly laid out system that is balanced such that players are given both interesting choices (i.e. ones where no single option is clearly "optimal") [I]and[/I] a clear understanding of the implications of those choices (via the understanding of a largely unambiguous game system). This is, in essence, why I said some while ago that I wish 4e had been produced as something other than "D&D". There is clearly a significant constituency "out there" for whom D&D is either something very specific in terms of its tropes and DM-malleability or expected to be adaptable into anything that roleplaying itself "should" be. This is probably largely because it has always been the "big boy" on the block - whatever. My position is simply that, if that is what the "mainstream major game" has to be then I'm really not interested in it - but others clearly are, and good luck to them. So, to CroBob and the rest I would say: there is a "mainstream" of gamers out there who either want D&D to be a specific thing (i.e., what it has always been, with perhaps a few tweaks to make it simpler without losing that "special something"), or want it to stretch to cover everything that they imagine they want to be included in a roleplaying game. You and I don't share this desire of the game - we may even think it's a doomed and hopeless phant'sy - but it's really not for us to say it's "wrong" or that those folks don't have a right to want what they want. It's a tragedy (for us) that a game that (for us) finally makes sense of all those D&D system tropes is being dumped so that D&D can return to these "mainstream" desires - but denying the mainstream their "dream game" would be just as much an unfairness to them. The simple fact seems to be that we got out-voted - either by greater numbers or by folks whose vote counts for more than ours. I wish it looked like an non-mainstream game would pick up the baton for the sort of game I see and like in 4e - I think it still has lots of development potential to explore - but that seems unlikely due to the "GSL lock" that WotC have on it. I suppose I'll carry on with the "final" 4e and maybe try some of that development myself - but, even absent that, there are plenty more fish/systems out there in the sea... [/QUOTE]
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