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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="I'm A Banana" data-source="post: 5415911" data-attributes="member: 2067"><p>This was my arc, too. I basically came to D&D via console JRPGs. I first saw the terms HP and Level Up on a pixelated TV screen. </p><p></p><p>D&D is smart to cherry-pick from some of the best advancements in video game RPG's (4e's aggro management mechanic -- punch me or I'll do something nasty to you -- is peachy-keen, though I'd personally love to see some more variation on the theme). It's also smart to embrace flavor, design, and story material that modern fantasy has embraced (grabbing some anime tropes or some Harry Potterisms isn't a bad thing at all). </p><p></p><p>I still have a soft spot for video game RPG's (though MMO's are not my thing), and I will still play them frequently. However, though they led me to D&D, they scratch a different itch.</p><p></p><p>Video games will always be better and faster at math and visualization than D&D will be. They can even make inroads into social activities and scheduled events. D&D is not the place I go to if I want to kill monsters and take their stuff. </p><p></p><p>D&D is the place I go to when <strong>I</strong> want to tell the story. When I want to control the action. When I want to change the world with only the limitations of my imagination. When I want to play my character my way, not within the bounds specified by a programmer. </p><p></p><p>D&D can lend expandability, adaptability, customizability, and human interaction, to a <em>much greater degree</em> than any videogame ever could. This is why D&D still appeals to me. This is what the game does that is unique to PnP RPGs'. WoW can only dream of this. </p><p></p><p>Minis combat isn't what D&D does uniquely. <em>Interactive, freeform storytelling</em> is what it does uniquely. IMO, the game needs to focus on that. Combats and encounters and accessories must support that. It's not about killing goblins. It's about the reasons <em>your character</em> kills goblins and the effects of killing those goblins in <em>your friend's world</em>. It's personal, specific, and all the more potent for that. </p><p></p><p>But now I'm soapboxing, so....off to play more videogames. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5415911, member: 2067"] This was my arc, too. I basically came to D&D via console JRPGs. I first saw the terms HP and Level Up on a pixelated TV screen. D&D is smart to cherry-pick from some of the best advancements in video game RPG's (4e's aggro management mechanic -- punch me or I'll do something nasty to you -- is peachy-keen, though I'd personally love to see some more variation on the theme). It's also smart to embrace flavor, design, and story material that modern fantasy has embraced (grabbing some anime tropes or some Harry Potterisms isn't a bad thing at all). I still have a soft spot for video game RPG's (though MMO's are not my thing), and I will still play them frequently. However, though they led me to D&D, they scratch a different itch. Video games will always be better and faster at math and visualization than D&D will be. They can even make inroads into social activities and scheduled events. D&D is not the place I go to if I want to kill monsters and take their stuff. D&D is the place I go to when [B]I[/B] want to tell the story. When I want to control the action. When I want to change the world with only the limitations of my imagination. When I want to play my character my way, not within the bounds specified by a programmer. D&D can lend expandability, adaptability, customizability, and human interaction, to a [I]much greater degree[/I] than any videogame ever could. This is why D&D still appeals to me. This is what the game does that is unique to PnP RPGs'. WoW can only dream of this. Minis combat isn't what D&D does uniquely. [I]Interactive, freeform storytelling[/I] is what it does uniquely. IMO, the game needs to focus on that. Combats and encounters and accessories must support that. It's not about killing goblins. It's about the reasons [I]your character[/I] kills goblins and the effects of killing those goblins in [I]your friend's world[/I]. It's personal, specific, and all the more potent for that. But now I'm soapboxing, so....off to play more videogames. ;) [/QUOTE]
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