Angel Tarragon wrote: ↑
Thu Jan 23, 2020 10:17 pm
Dread Delgath wrote: ↑
Thu Jan 23, 2020 8:56 pm
Yes, I do know them pretty well, but knowing a rules system is much different than actually playing the game that I want to play in.
I am curious to know as to which system that is.
5e. Or, do you wish to know what I mean when I say, "...playing the game that I want to play in."
I firmly believe that the rules you play with set the tone of the game. Although I have attempted to run 5e as I would any of my own 0D&D, AD&D, BX D&D games, but using 5e as your rules system is an uphill battle when you play with players who play the rules and not the game.
5e doesn't offer the "risk vs. reward" paradigm that earlier systems did, and without that in place, my players would rather play the rules to advance, rather than play the game as it was intended: immersion into a fantasy realm.
The immersion into a fantasy realm has been replaced by the Power Game and the Story Game, wherein the rules have become the same: To advance, you play your character to advance and solve the story. Some players are immersed in their characters, but don't care about the current campaign plot any farther than it will offer advancement. Few more players are immersed into the campaign plot, but not the fantasy realm itself.
They may see the realm as little more than a collection of codified rules, but not as a place that their characters exist
in with any ties to their decisions or consciences beyond what their alignment informs that they are.
The game I want to play in examines the realm from a character's point of view. Advancement of campaign plots or character levels are ancillary to play, although advancement is necessary for the character to exert more influence or control over the fantasy realm itself. Most players look at this system as a means to destroy, conquer, or drain of resources, rather than an entity that itself will most likely be altered for the worse. Players don't have any incentive to 'play nice' with the realm and burn their bridges too often because there is no focus on this aspect of play in 5e.
0e, 1e, BX and BECMI looked at high level characters and offer MANAGING realms for the betterment of the societies that the characters are supposed to rule or serve. From this perspective, low level characters can at least start out their potential careers in adventuring with the end goal of one day becoming a ruler.
There is a chain of command in these rules that reinforces a very neglected resource in D&D: reliance on other players or NPCs. Of course, the downside is that the characters may become just a 'cog in the works' that fulfills a societal function that the player may find beneath them, or railroaded into following orders from a superior officer or noble - but is an inherent part of the Real World - and without it in the game, feels wrong.
Bargaining (without Charisma checks) is a lost art. Whenever I, as DM attempt to bargain with the characters through a NPC vendor, the NPC offers a price. I expect a counter price from the character. Instead the player hardball it every time, setting their own price, or walk away. This is not how medieval people bargained, and again is part of players not willing to 'play nice'.
Mayhap its not that my interest in 5e that has changed, but along with a 180 degree direction change in my IRL, I've gained a new perspective on D&D on the whole as a role-playing game that is not so positive. Perhaps I am simply suffering from burn-out?
In either case, my Real Life woes are causing me to break from the game whether I want to or not, and have also freed my mind of the burdens of running a 5e campaign world, so I can think about the game of D&D that I really want to play.