tag:blogger.com,1999:blog-6567266975866115725.post5828297999695952967..comments2018-08-27T23:44:07.479-05:00Comments on 3d6 in order: "Post-Dungeon" PeopleAnonymoushttp://www.blogger.com/profile/02023875190242507762noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-6567266975866115725.post-28006617957331821632012-06-14T06:02:06.594-05:002012-06-14T06:02:06.594-05:00Wasn't D&D as orginally written "post...Wasn't D&D as orginally written "post dungeon"? It was about dungeon raiding, wandering the wilderness, and having battles with fantastic forces. Yes "dungeons" are in the name and I love em but the original game used a set of wargaming rules as it's foundation and dungeons were where one hunted baubles an maguffins to do well in battle.JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.comtag:blogger.com,1999:blog-6567266975866115725.post-37647764983561833922012-06-13T16:10:24.750-05:002012-06-13T16:10:24.750-05:00Agreed.
I'm also growing weary of the absolut...Agreed.<br /><br />I'm also growing weary of the absolute codification of the dungeon as the mythic underworld and all of the other 'RaW' concepts being nailed down as the way a thing truly is -- in this case, what dungeons or wilderhexes are and what they are populated with (and why they are there, etc.).<br /><br />For example: A ruined city during wartime has all of the same elements as a 'classic' dungeon, but has a very different feel, and its above ground-ness allows more mobility and a variety of access points for all sides in the conflict, including retreat and resupply issues.<br /><br />As regards rules supporting playstyle, v. making a fit, I think that over-specialisation can be a bad thing, if the game setting allows for more variety than the system engenders. Likewise, any system can be made to fit, and sometimes the tight fit and filing off the corners can be a fun part of the experience.<br /><br />I'm just baffled why gamers are arguing about a purely optional pastime and which version of which imaginary reality is truer to a set of old or new books. I realise that intellectual folks like exercising their noggens, and debate and argumentation is part of that, as well as the law of stating one's opinion = objective absolute declarative statement.<br /><br />Just kinda silly in the scheme of the big picture is all.Timeshadowshttps://www.blogger.com/profile/09952601433965644275noreply@blogger.comtag:blogger.com,1999:blog-6567266975866115725.post-67837427843620201232012-06-13T11:11:25.340-05:002012-06-13T11:11:25.340-05:00I think a lot of old schoolers would agree that 2n...I think a lot of old schoolers would agree that 2nd edition D&D was the version that pushed D&D out of "the dungeon" as the principle assumed activity of playing the game.Lars Larsenhttps://www.blogger.com/profile/10775858872202560558noreply@blogger.comtag:blogger.com,1999:blog-6567266975866115725.post-2263967566385280372012-06-13T11:11:04.493-05:002012-06-13T11:11:04.493-05:00I like this a lot. It would be a great way to not ...I like this a lot. It would be a great way to not only change the discussion but create excellent tools to describe campaigns or adventures.Seth S.https://www.blogger.com/profile/15420255267222005027noreply@blogger.comtag:blogger.com,1999:blog-6567266975866115725.post-91541364413006467892012-06-13T11:09:06.554-05:002012-06-13T11:09:06.554-05:00One thing that playing a lot of different game sys...One thing that playing a lot of different game systems has made me realize, is that game systems should be selected AND modified based on what kind of things the story is going to be about, and I think the idea of a truly generic system is a design flaw -- sure, it can work, but the rules engage the story in a fairly bland, universal way. <br /><br />D&D is interesting in that it sits in a weird position between a generic game and a very specific, focused on. You could definitely argue that different editions approach different campaigns and play styles differently. <br /><br />One thing I am enjoying about running a stripped down rules-lite game, like B/X and its variations, is that I can easily graft on new subsystems and little house rules that are specifically designed to game-ify elements of the story that are common to the focus of my campaign. I think this is what ACKS does -- it's a variant/houseruled focused game that makes some very specific assumptions about the world and the kind of campaign it supports.<br /><br />Also coming into this discussion would be a mention about GM'ing style, and how certain systems can support more varied GM'ing styles than others. Burning Wheel, for example, I feel like is intended to support a VERY specific style of GM'ing style -- whereas the variety of campaigns you can play with it are very wide. B/X D&D is more the opposite, supporting many different GM'ing approaches, but emphasizing spells, sorcery, and exploration.Lars Larsenhttps://www.blogger.com/profile/10775858872202560558noreply@blogger.com