After an interesting discussion with my local GM, I was left wondering
What are the core tropes and assumptions that players bring to a game of D&D?
Specifically the ones that are different from other role-playing games.
After an interesting discussion with my local GM, I was left wondering
What are the core tropes and assumptions that players bring to a game of D&D?
Specifically the ones that are different from other role-playing games.
The core tropes of D&D, excluding 4E:
4E lacks the vancian magic, and the races are further afield. It also has different healing and class sets.
5E lacks the vancian magic, as well, but has a slot rate reminiscent of older editions, and has a wider array of corebook races; of prior corebook races only the 4E Eladrin aren't brought forward - but they're in the DMG.
A few of mine:
I'm sure I'm missing a few, but this should hopefully be a good starting point.
DISCLAIMER: I know I'm exaggerating for comedic effect.
Limiting to the ones specifically different from most other RPGs:
I think the one thing that's gone through each edition is that you'll be facing some fantastical creatures, usually in combat. Interesting creatures have always been a strength of D&D compared to other systems, with Earthdawn really being the only one to match, and in a similar vein the TV series Supernatural also brings up some very interesting creatures to face.
Another thing is specialised characters - people who are largely good at one thing. Obviously classes like the bard, and multiclassing dilute this characteristic, but they could also be used as an example of 'the exception proves the rule.' I think the efforts to make 3.5 classes more playable through all levels, rather than grabbing a level of Ranger and Barbarian each and doing the rest as Fighter shows a desire to keep specialist characters rather than generalist. Generalist characters are also usually quite ineffective in later editions, with perhaps 2nd Edition being the most open to them.
What are the core tropes and assumptions that players bring to a game of D&D?
Specifically the ones that are different from other role-playing games.
OK, I'll bite. I have the background, though I hate coming to these damn questions late. Though I doubt I am answering in the way you want. Many of the expectaions and core assumptions do change by edition; despite this not being the intention of the designers. They are written for different game experiences, whether they realized it or not.
Some things that do not change?
However...
"RPGs are written with a play style and a setting style they are optimized for. When we talk about class or role balance, we are talking about the the critical rules fulcrum; where did the designers balance the game and how broad is that fulcrum? I have spent time in other forums describing this from the point of design for 5e. For 4e, my translation of many of the earlier explanations is that they moved the fulcrum of player-role balance to combat. The 4e rules were actually very well done in accomplishing what they wanted to do. They just moved the fulcrum from where it used to be to combat. Earlier versions of the game had role balance based mainly on exploration, and then later on the fulcrum moved over from pure exploration, to a bit of a widening of the fulcrum adding the longer adventure then adding the campaign to the fulcrum, with more and more emphasis being put on balancing the game in the long-term campaign. (you really have to look at the experience charts, stronghold building, tithes, men at arms and taxes, as well as the RAW with spell components in the older books to relly get a handle on the care that was put inot this balance) 4e's biggest difference, in my estimation, is making a radical change to the fulcrum of rules balance to combat. I have heard others make the same comment about it being an 'encounter-centric' game, but one needs to see where it changed from to understand how radical the change. Striker? Defender? It was obvious from the first that the role balance had shifted this way. In earler games, you accepted that your thief was going to shoot a lot of arrows and be second class in combat; but if you were smart and had a good GM, you were climbing walls, or hiding and scouting alot; or using your in-town abilities like picking pockets, and you had areas of you own you excelled in. the same was true in every class. yes, every notes that a high-level mage is a tougher opponent in earlier games, but they get their stronghold much later, it's a lot smaller and provides less revenue....all part of where rules balanced the game. Or, if you prefer, as viewed from a different lens; it went from being a game whose rules-fulcrum was in an area where a cpg could not match to a fulcrum where the tabletop game had a severe visceral disadvantage to a MMORPG."
This was written in a different place, and for a different audience, but it serves to illustrate the point, that the rulese do are ade for different games. This is not an edition bash; this is merely the preable to the fact that some of the 'core tropes' are edition specific.
0D&D was written and balanced around the ideal of exploration as the prime game, dungeoning. The classes/roles were balanced upon this, so this was the game built for the delve, and later, with the addition of the first supplements, added the outdoor adventure to this...But this was the era of the DUNGEON part of dungeons and dragons ruling.
AD&D was written for the full campaign, and balanced that way. One has to look at the experience charts and the keeps and freeholds and tax revenues and tithes and more to really understand this...but this was a game built for HUMANS to rule the world, and for their abiity to keep advancing onward.
Evil was much more of an option here for players and the more refnined alignment system was part of the trope...
AS the newer editions, more of the balance started moving to combat; though skills balanced this a little bit. Things were getting more and more epic as time went on, and 4e continued this with paragon and epic tiers. One big change was the trope of the heroic long-term weak-to powerful gameplay, which changed to 'hero to epic-level' as the editions moved onward.
these are D&D specific tropes and some basic edition changes that have changed with the editions. Hope this brings a useful perspective.
One core assumption (in D&D4 especially, but also to a lesser extent in 3.5 and before) is that the player characters are heroes. This means they're just better than ordinary inhabitants of the world - they get better ability scores, better character classes, etc. If you want to run a game where the players are just regular guys, D&D may not support it as well as some other systems, because "regular guys" in D&D are kinda boring.
The centerpiece of the session's entertainment will be a set-piece combat that will challenge but not destroy the PCs.
This is what I would think if someone offered to run a D&D game, or Forgotten Realms or Eberron for that matter, as contrasted with freeform fantasy game, Burning Wheel, Runequest, homebrewed fantasy game, Bliaron or the Shadow of Yesterday / World of Near (all more or as common than D&D, hereabouts). By my estimation, if someone were to run for example a Planescape game, they'd mention that primarily and then specify which rules they are using. So I'm assuming someone tells they are running a D&D game.
This all just to say that my response is very particular to the slice of gaming culture among university students in Jyväskylä with whom I have contact - probably completely different elsewhere.
Setting
Style of play
Participant attitude
In my answer I am deliberately ignoring D&D specific term and phrases and am focusing on external elements that are being brought to the table. Since D&D came first it has had a very large impact on how people approach RPGs in all forms.
It use to be back in the day the majority of gamers brought 1 or more of 5 main assumptions to the gaming table:
1. Tolkien
2. Lovecraft
3. Favorite book series (Fantasy/Sci-Fantasy)
4. Brothers Grimm or
5. the Dark Ages.
Today it seems that more gamers are coming to the table with a World of Warcraft or other similar digital fantasy environment firmly planted in their minds. Also some are very focused on one or more fantasy movie/TV themes.
Additionally, I see a trend towards impatience, (read this as meaning time lose intolerance). When I started back in the 70s, everyone spent hours pouring over the books gleaning bits of info here and there to tweak our characters. We thought nothing of spending many hours generating a single character. Today I can generate a whole party of characters in 15 minutes flat.
One of the assumptions by players coming in today is the "quick character builder" mentality. Many people complain about D&D tools but if you look around there are more of them specifically targeted at D&D than any other system.
I use to never get the question from my players - How do I use Grimm the barbarian? I used to get long speeches on Grimm's back story and why it should affect play so much. Today, character back story is a selection, and more often than not a player needs a little more coaching into who and what their character is.
I do not believe the reason for this is that today's player's are bad RPG'ers. In many ways today's players are even better than back in the day. What I believe is really happening is the lose of the time investment for a character to grow into the mind of the player before they ever roll their first initiative die.
As I re-read my answer here something jumps out to me. The first section is all about non-digital influences (tropes and assumptions) and the late section is primarily digitally oriented.