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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Is Combat Now Passe?
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<blockquote data-quote="thealmightyn" data-source="post: 8047383" data-attributes="member: 7015815"><p>I suppose you could call that time the infancy of TTRPGs when looking at the full span of it to today, but Dungeons & Dragons had been around for 7 years by the time Cthulhu came out and for 11 years by the time Pendragon did and a commercial success also well before those two games were conceived.</p><p></p><p>Granted, RPG "history" tends to be skewed in favor of Dungeons & Dragons, but considering its history, that's not too surprising.</p><p></p><p></p><p></p><p>No, it's a pretty accurate statement, at least specifically in the realm of Dungeons & Dragons. This isn't to say that <em>nobody</em> role-played as part of a "role-playing" game, but that the game was <em>very</em> much hyper focused on the combat and, to a lesser degree, exploration aspects of the game with very little to inform the role-playing "pillar" as it were. I mean, virtually <em>every</em> class/racial feature in the earlier editions of the game was very much combat- or exploration-oriented (mostly the former), and the ubiquity of combat-less sessions, "shopping episodes", etc. is relatively new (again, not to say that these things never existed before but that they were simply uncommon in comparison to modules that were essentially <em>all</em> combat or mostly combat with a side of exploration).</p></blockquote><p></p>
[QUOTE="thealmightyn, post: 8047383, member: 7015815"] I suppose you could call that time the infancy of TTRPGs when looking at the full span of it to today, but Dungeons & Dragons had been around for 7 years by the time Cthulhu came out and for 11 years by the time Pendragon did and a commercial success also well before those two games were conceived. Granted, RPG "history" tends to be skewed in favor of Dungeons & Dragons, but considering its history, that's not too surprising. No, it's a pretty accurate statement, at least specifically in the realm of Dungeons & Dragons. This isn't to say that [I]nobody[/I] role-played as part of a "role-playing" game, but that the game was [I]very[/I] much hyper focused on the combat and, to a lesser degree, exploration aspects of the game with very little to inform the role-playing "pillar" as it were. I mean, virtually [I]every[/I] class/racial feature in the earlier editions of the game was very much combat- or exploration-oriented (mostly the former), and the ubiquity of combat-less sessions, "shopping episodes", etc. is relatively new (again, not to say that these things never existed before but that they were simply uncommon in comparison to modules that were essentially [I]all[/I] combat or mostly combat with a side of exploration). [/QUOTE]
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