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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: 6467115" data-attributes="member: 3192"><p>Thank you. That's good to know. It sounds like Usenet did what the agenda-driven Forge failed to understand, that reference works are meant to report what people *believe* games to be. NOT what a single "Hallelujah! we found the truth!" one-true-way philosophy purports these "actually" are.</p><p></p><p>The vast majority of the Big Model was written by a clearly skilled logician who is trapped in Post-Structuralist camp of philosophy as a true believer, a kind of forgotten cultural warrior who doesn't have -theories- (maybes) about games and RPGs, but absolute certainties. Make a website where you are the administrator, can delete and run out all dissenters, and conform a community to your beliefs, especially in a hobby which is confused and misunderstood as to what it is, and you too can change the future and rewrite people's own history and memories in the process.</p><p></p><p>Actually it is a suggestion to DMs for a massive variety of pattern expressions which lend boatloads of diversity to a game making it much more interesting. Not the uniform stuff we've been getting. The systems behind the stats from which they were derived was never to be revealed to players except through play. To be clear, none of those things have to do with so-called "resolution mechanics".</p><p></p><p>Skills, i.e. your discrete resolution mechanics, aren't part of D&D as the battle against GURPS in the 80s as not an RPG stands testament to. Again, D&D has no resolution mechanics of any kinds. It is a game. It is a code to decipher, not rules for who's story gets to be told next. That was hugely controversely when Edwards suggested it (on this board?) around 2001. Now it is cultural dogma and the biggest impediment to understanding and enjoyably playing about 4000 games in our hobby.</p><p></p><p>Again, they aren't rules. They are NEVER told to the players. Players never know what they are capable of doing as a character except by playing experience in a game. And that is each single game as the code changes campaign to campaign. </p><p></p><p>This is a good point, but something that makes D&D such a ground-breaking game. Players aren't restricted in what they can do. What they learn in response from their attempts is altogether different however. The DM's response is not infinite and unbounded. There is a design underlying every single response the DM is allowed to give. A design the players can game. One they can even stretch out and master as they play never quite knowing the boundaries. Powerful game mastery as traditionally understood (wargame/Chess mastery) is heavily rewarded, but so is thinking creatively, trying new things, getting wildly creative. It's all specifically supported in the design.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6467115, member: 3192"] Thank you. That's good to know. It sounds like Usenet did what the agenda-driven Forge failed to understand, that reference works are meant to report what people *believe* games to be. NOT what a single "Hallelujah! we found the truth!" one-true-way philosophy purports these "actually" are. The vast majority of the Big Model was written by a clearly skilled logician who is trapped in Post-Structuralist camp of philosophy as a true believer, a kind of forgotten cultural warrior who doesn't have -theories- (maybes) about games and RPGs, but absolute certainties. Make a website where you are the administrator, can delete and run out all dissenters, and conform a community to your beliefs, especially in a hobby which is confused and misunderstood as to what it is, and you too can change the future and rewrite people's own history and memories in the process. Actually it is a suggestion to DMs for a massive variety of pattern expressions which lend boatloads of diversity to a game making it much more interesting. Not the uniform stuff we've been getting. The systems behind the stats from which they were derived was never to be revealed to players except through play. To be clear, none of those things have to do with so-called "resolution mechanics". Skills, i.e. your discrete resolution mechanics, aren't part of D&D as the battle against GURPS in the 80s as not an RPG stands testament to. Again, D&D has no resolution mechanics of any kinds. It is a game. It is a code to decipher, not rules for who's story gets to be told next. That was hugely controversely when Edwards suggested it (on this board?) around 2001. Now it is cultural dogma and the biggest impediment to understanding and enjoyably playing about 4000 games in our hobby. Again, they aren't rules. They are NEVER told to the players. Players never know what they are capable of doing as a character except by playing experience in a game. And that is each single game as the code changes campaign to campaign. This is a good point, but something that makes D&D such a ground-breaking game. Players aren't restricted in what they can do. What they learn in response from their attempts is altogether different however. The DM's response is not infinite and unbounded. There is a design underlying every single response the DM is allowed to give. A design the players can game. One they can even stretch out and master as they play never quite knowing the boundaries. Powerful game mastery as traditionally understood (wargame/Chess mastery) is heavily rewarded, but so is thinking creatively, trying new things, getting wildly creative. It's all specifically supported in the design. [/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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