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Community
General Tabletop Discussion
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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Lanefan" data-source="post: 9235752" data-attributes="member: 29398"><p>Me, I just want a generic toolbox of a game system with fairly granular resolution (it's far easier to tweak things to be less granular than more granular). The players (including the DM) will figure out what experience they want as they go along, and if the game design is flexible enough it'll be able to work with whatever they decide.</p><p></p><p>The issues arise when a system isn't flexible/robust enough to handle these different playstyles without batting too many eyelids.</p><p></p><p>Only to a very limited point: are they having fun. If yes, good enough for me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Only if you want D&D to become more of a niche game rather than big-tent; because if you try to encourage/force/specifically design for one playstyle then everyone who doesn't want/like that playstyle will likely end up dissatisfied and-or drop D&D.</p><p></p><p>At risk of lighting a fire, perhaps, I think this might have been one of the things that did in 4e: not only did it try to lean into a different playstyle than its predecessors, it also discouraged some other quite-common playstyles. 5e's not perfect this way but it does seem considerably more flexible.</p><p></p><p>Most anyone I invite into my games already knows me and thus kinda knows what they're getting into.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9235752, member: 29398"] Me, I just want a generic toolbox of a game system with fairly granular resolution (it's far easier to tweak things to be less granular than more granular). The players (including the DM) will figure out what experience they want as they go along, and if the game design is flexible enough it'll be able to work with whatever they decide. The issues arise when a system isn't flexible/robust enough to handle these different playstyles without batting too many eyelids. Only to a very limited point: are they having fun. If yes, good enough for me. :) Only if you want D&D to become more of a niche game rather than big-tent; because if you try to encourage/force/specifically design for one playstyle then everyone who doesn't want/like that playstyle will likely end up dissatisfied and-or drop D&D. At risk of lighting a fire, perhaps, I think this might have been one of the things that did in 4e: not only did it try to lean into a different playstyle than its predecessors, it also discouraged some other quite-common playstyles. 5e's not perfect this way but it does seem considerably more flexible. Most anyone I invite into my games already knows me and thus kinda knows what they're getting into. [/QUOTE]
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Community
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Does/Should D&D Have the Player's Game Experience as a goal?
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