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General Tabletop Discussion
*Dungeons & Dragons
Will there be such a game as D&D Next?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6095217" data-attributes="member: 82106"><p>I think it isn't quite that hard and fast, but clearly people often perceive some sort of meta-game aspect to powers being rate limited. I think it is pretty clear from reading the DDN articles and the actual rules packets that one of the main goals of the design is to stomp out even the slightest possible smell of any character touching rule that gains justification from game mechanics or player stance thinking. </p><p></p><p>Clearly many of us are just not interested in a game that avoids those things. To ME powers are plot coupons, as are pretty much all other player resources. Its a game where you tell a story about trying to defeat evil forces (or whatever) and part of the game is you get to do cool extraordinary stuff sometimes. Your character sheet tells you what stuff you, the player, can do in the game by virtue of what sort of character mechanics you picked (and conveniently also probably holds info on narrative aspects of your choices as well presumably, but that's really outside of rules discussions). I actively do not want to be limited to PC stance thinking. The players are a vital part of my game and they need the ability to shape the way it goes in active ways. The rules can help a LOT with that. </p><p></p><p>Honestly I think in general there's just not any going back. RPGs have evolved past "process simulation". They can still largely be about character options that are largely embedded in character stance, there should always be SOME connection there, but it doesn't need to be direct. This is the very reason I don't play 2e anymore and never was really interested in 3e either. Its the 21st Century, not 1975 anymore.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6095217, member: 82106"] I think it isn't quite that hard and fast, but clearly people often perceive some sort of meta-game aspect to powers being rate limited. I think it is pretty clear from reading the DDN articles and the actual rules packets that one of the main goals of the design is to stomp out even the slightest possible smell of any character touching rule that gains justification from game mechanics or player stance thinking. Clearly many of us are just not interested in a game that avoids those things. To ME powers are plot coupons, as are pretty much all other player resources. Its a game where you tell a story about trying to defeat evil forces (or whatever) and part of the game is you get to do cool extraordinary stuff sometimes. Your character sheet tells you what stuff you, the player, can do in the game by virtue of what sort of character mechanics you picked (and conveniently also probably holds info on narrative aspects of your choices as well presumably, but that's really outside of rules discussions). I actively do not want to be limited to PC stance thinking. The players are a vital part of my game and they need the ability to shape the way it goes in active ways. The rules can help a LOT with that. Honestly I think in general there's just not any going back. RPGs have evolved past "process simulation". They can still largely be about character options that are largely embedded in character stance, there should always be SOME connection there, but it doesn't need to be direct. This is the very reason I don't play 2e anymore and never was really interested in 3e either. Its the 21st Century, not 1975 anymore. [/QUOTE]
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Will there be such a game as D&D Next?
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