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<blockquote data-quote="mythusmage" data-source="post: 1559221" data-attributes="member: 571"><p>Need everything be a competition?</p><p></p><p>My goal here is to persuade. Not everybody, not all the time. So long as I can get people to, even if only for a brief moment, to take a new look at the subject, I have 'won'.</p><p></p><p>My goal here is nothing so inconsequential as winning a contest. My goal is to, in some small way, change the world.*</p><p></p><p></p><p></p><p>Never? There's always the possibility the horse could learn to talk.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Still, I do agree regarding the stereotype. But, a more accessible set of core books would certainly help there. The easier you make D&D® to understand, the less an impact the 'dorks' will have on the general public.</p><p></p><p>[qoute]I don't believe it's the rules that hurt D&D, by any means. The rules are a tool, nothing more. That said, I can see your argument perhaps from a perspective that you might not have expected, and that is by looking at the presentation of those rules.</p></blockquote><p></p><p>My bone of contention is indeed in how the rules are presentetd. But, not in the way you think. Read on, macDuff.</p><p></p><p></p><p></p><p>Here we see the misapprehension. You talk of 'focus', not presentation.</p><p></p><p></p><p></p><p>Yet now the game had something it hadn't before, a focus. Something 2e had sorely lacked, what with its aimless gallivanting around all over the place. People like to have goals, and not everybody is ready to devise their own.</p><p></p><p></p><p></p><p>By their very nature the rules to any game must be abstract. It's in the implementation where they can be brought to life.</p><p></p><p>Where realism is concerned, I've noticed that a number of people have mistaken my point regarding real life. I'm not talking about making D&D® more realistic, but pointing out that in many particulars the game is more like real life than it is literature, video games, or theater. That is, given the restrictions placed upon the setting by the rules, things can happen in D&D® much as they happen in real life. In short, "The Sword" can break at the start of an adventure, and when it does break you have to deal with it. This makes RPGs neither inferior or superior to literature, only different.</p><p></p><p>Alan</p><p></p><p>*I once founded a Jewish sect in a distant past life, so I've had some experience in this. Said sect has long faded away.</p><p>[/QUOTE]</p>
[QUOTE="mythusmage, post: 1559221, member: 571"] Need everything be a competition? My goal here is to persuade. Not everybody, not all the time. So long as I can get people to, even if only for a brief moment, to take a new look at the subject, I have 'won'. My goal here is nothing so inconsequential as winning a contest. My goal is to, in some small way, change the world.* Never? There's always the possibility the horse could learn to talk.:) Still, I do agree regarding the stereotype. But, a more accessible set of core books would certainly help there. The easier you make D&D® to understand, the less an impact the 'dorks' will have on the general public. [qoute]I don't believe it's the rules that hurt D&D, by any means. The rules are a tool, nothing more. That said, I can see your argument perhaps from a perspective that you might not have expected, and that is by looking at the presentation of those rules.[/quote] My bone of contention is indeed in how the rules are presentetd. But, not in the way you think. Read on, macDuff. Here we see the misapprehension. You talk of 'focus', not presentation. Yet now the game had something it hadn't before, a focus. Something 2e had sorely lacked, what with its aimless gallivanting around all over the place. People like to have goals, and not everybody is ready to devise their own. By their very nature the rules to any game must be abstract. It's in the implementation where they can be brought to life. Where realism is concerned, I've noticed that a number of people have mistaken my point regarding real life. I'm not talking about making D&D® more realistic, but pointing out that in many particulars the game is more like real life than it is literature, video games, or theater. That is, given the restrictions placed upon the setting by the rules, things can happen in D&D® much as they happen in real life. In short, "The Sword" can break at the start of an adventure, and when it does break you have to deal with it. This makes RPGs neither inferior or superior to literature, only different. Alan *I once founded a Jewish sect in a distant past life, so I've had some experience in this. Said sect has long faded away. [/QUOTE]
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