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Community
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With the Holy Trinity out, let's take stock of 5E
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<blockquote data-quote="howandwhy99" data-source="post: 6460966" data-attributes="member: 3192"><p>D&D isn't superior. It's simply wholly different in both its design precepts and act of play. D&D was like every other non-storygame is designed as. It is about deciphering the code of the rules in order to attain objectives within it. This includes the rules manifested in the gameboard or "field of play". The rules generate the mazes in D&D and all monsters and treasure and so on are based on these rules as well. They are all mazes so to speak, games to be explored, discovered, remembered, and leveraged to the player's advantage to achieve goals in the game. Sounds like most any D&D clone videogame from as early as the 80s.</p><p></p><p>How this was done was making the rules and their manifestations, monsters, treasure, spells, items, everything, hidden behind a screen so players could learn them as they verbally attempted actions in the game via the referee. The referee doesn't play. They simply enable players to play the game by keeping the information to be remembered and mastered hidden from play. </p><p></p><p>That mystery, that magic of the game being a cooperative (not collaborative) endeavor, that beating back of the game to become great - both with improved characters and stronger via mental exercise players - that stuff isn't in the game. The rules are mistakenly in front of the screen and known to players. The exercise is of gameplay is mistaken to be expressive, not about impressions and calculations. The mechanics are no longer maze design, but narrative authority resolvers. And so much more. </p><p></p><p>You have to take the entirety of contemporary "RPG" design and chuck it out the window and dig up how wargames Gygax and Arneson played everyday were designed. Then, perhaps, the philosophical understanding will allow for different schools of thought, design mechanics, and play assumptions by fans.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6460966, member: 3192"] D&D isn't superior. It's simply wholly different in both its design precepts and act of play. D&D was like every other non-storygame is designed as. It is about deciphering the code of the rules in order to attain objectives within it. This includes the rules manifested in the gameboard or "field of play". The rules generate the mazes in D&D and all monsters and treasure and so on are based on these rules as well. They are all mazes so to speak, games to be explored, discovered, remembered, and leveraged to the player's advantage to achieve goals in the game. Sounds like most any D&D clone videogame from as early as the 80s. How this was done was making the rules and their manifestations, monsters, treasure, spells, items, everything, hidden behind a screen so players could learn them as they verbally attempted actions in the game via the referee. The referee doesn't play. They simply enable players to play the game by keeping the information to be remembered and mastered hidden from play. That mystery, that magic of the game being a cooperative (not collaborative) endeavor, that beating back of the game to become great - both with improved characters and stronger via mental exercise players - that stuff isn't in the game. The rules are mistakenly in front of the screen and known to players. The exercise is of gameplay is mistaken to be expressive, not about impressions and calculations. The mechanics are no longer maze design, but narrative authority resolvers. And so much more. You have to take the entirety of contemporary "RPG" design and chuck it out the window and dig up how wargames Gygax and Arneson played everyday were designed. Then, perhaps, the philosophical understanding will allow for different schools of thought, design mechanics, and play assumptions by fans. [/QUOTE]
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Community
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With the Holy Trinity out, let's take stock of 5E
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