I have not and I’m sad I’m missing on it. I understand D&D’s structure as a guide for RPG novices who could be overwhelmed by creative storytelling freedom, but when it ends up in nitpicking over obscure rules it’s game over for me.
I used to be post-D&D and thought I was post "rules heavy" games (@silverwizard introduced me to FATE and it was a rush), then played without them for a while and really missed them. I really enjoyed coming back to playing a bit of D&D, especially the spelljammer one which is at the same time the most D&D game I've encountered and the one I've played that most subverts people's expectations of how a D&D game works. I personally like game with strong, well defined mechanics that also help players drive plot, choice, and conflict. I'm not really as interested in more free form RPGs any more, when I want something like that I think I'd rather go to an improv meet. I enjoy the way that rules drive fiction and fiction drives plot. D&D is definitely not the best at this, single d20 versus single target as the primary success test is pretty garbage, but I don't think it's only for novices to RPGs who haven't discovered the joys of narrative-driven RPGs. It is good in its niche (and the right level range).
Oh, I agree there's a place for rules light RPGs, they're just not for me. As a gamer I'm a rules enthusiast. Even in improv, I enjoy the structured improv games more than the free form scenes. Having said that, I think I prefer my rules lighter in one-shots.
But I disagree that Rules-heavy RPGS are much better as video games. I completely agree they're not for everybody, but they fill a niche very close to a good complex board game, while still allowing for Roleplay and long running consistent narrative. However, many if not most gamers will probably be put off by constant rules lookup. I enjoy it, but I'm in the minority I believe.
I for one do not like to stop the flow of the game to check the rulebook. I don't want to care about precise distances or durations in mostly oral games. I do enjoy that precision in video games because all the tedious checks are done sight unseen where only the outcome is presented.
Interestingly, while being on the rule-heavy side, D&D proved to be an awkward base for video games RPG for me because of all the ways the system was apparent. The "real-time" fights felt to me very turn-based because they actually are under the hood.
I'm a big proponent of Theatre of the Mind when tactical combat isn't the focus. And this can include in even tactics-first, rules-focused games like D&D and Shadowrun. So I don't always care about specific numbers as much as categories (e.g. Close vs Far, Short vs Long).
But sometimes I want to figure out how to fit all the enemies in a cone without getting my allies (or what the tradeoff is), or whether a small localized antimagic field can sit completely inside a Private Sanctum without totally dispelling it. Or whether my character who is cursed to 3 STR can successfully carry his clothes, backpack, and arcane focus (the answer, btw, is just barely; 2 more pounds and he's hobbled; all of a sudden Tenser's Floating Disk and Mage hand have even more value).
Also, 4th ED D&D I think makes for a very good turn-based video or board game.
That would be so amazing. But yeah, I had a translucent gba I think, but there were some solid coloured ones as well, I think lilac was like the default. I actually liked the translucent gba at the time, and I was also slightly less attached to the colour green.
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