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WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="PsyzhranV2" data-source="post: 8029544" data-attributes="member: 7015332"><p>So is it generic or is it not? (It's not, the question was rhetorical)</p><p></p><p>D&D occupies this weird limbo in RPG design. Most other games on the market nowadays either have a single, well-defined setting that neatly integrates into the game rules, or are completely free of setting flavour and try to make the rules as neutral ss possible</p><p></p><p>Games that fit the former mold have a higher integration of story and game, and thus higher immersion. Games in the latter category are versatile, their rules being able to model a wide range of settings and genres, only bringing in setting and worldbuilding assumptions through supplemental material outside the core rules.</p><p></p><p>D&D is trying to have its cake and eat it too, to its detriment. The rules would be a lot tighter all around if it could either pick one of its rich, detailed worlds and commit to it, or dispense of setting flavour entirely and go generic. But right now it's awkwardly in the middle, half-committing to a specific (group of) settings while still selling the false promise of versatility.</p><p></p><p>And before people yammer on about "just homebrew it", you can certainly do so, but if you're doing so, then why not switch to a more versatile RPG system that doesn't require you to cut out large portions of the book to make work?</p></blockquote><p></p>
[QUOTE="PsyzhranV2, post: 8029544, member: 7015332"] So is it generic or is it not? (It's not, the question was rhetorical) D&D occupies this weird limbo in RPG design. Most other games on the market nowadays either have a single, well-defined setting that neatly integrates into the game rules, or are completely free of setting flavour and try to make the rules as neutral ss possible Games that fit the former mold have a higher integration of story and game, and thus higher immersion. Games in the latter category are versatile, their rules being able to model a wide range of settings and genres, only bringing in setting and worldbuilding assumptions through supplemental material outside the core rules. D&D is trying to have its cake and eat it too, to its detriment. The rules would be a lot tighter all around if it could either pick one of its rich, detailed worlds and commit to it, or dispense of setting flavour entirely and go generic. But right now it's awkwardly in the middle, half-committing to a specific (group of) settings while still selling the false promise of versatility. And before people yammer on about "just homebrew it", you can certainly do so, but if you're doing so, then why not switch to a more versatile RPG system that doesn't require you to cut out large portions of the book to make work? [/QUOTE]
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