Hier bin ich ausgestiegen:
D&D represents not just the first table role-playing game and the first true storygame, but also the most important single game of any type of at least the last half-century. Its influence today extends far beyond the relatively few number of people who have ever played it in its non-computerized, tabletop form. Both its fantasy milieu and its basic mechanic of improving skills and abilities through experience dominate computer gaming today. Hugely popular online games like World of Warcraft, for instance, are direct heirs to D&D; and the public’s recent taste for big-budget fantasy films can be largely laid at its doorstep as well, albeit filtered through a web of game and non-game derivatives and spin-offs.
None of which is to say that D&D was an instant success. Its initial run of a few-hundred crudely printed copies took months to sell out, and the game would not find real commercial traction until its rules were cleaned up and refined several years later (Rausch). And while it undeniably qualifies as a storygame, the stories its players tell, then and now, are not often terribly good stories. Although it gives lip service to the storytelling possibilities of role-playing games, D&D’s rules are overwhelming focused on just one type of story that barely even qualifies for the name, in which the players enter a dungeon inhabited by monsters, kill them, and take their treasure. They then receive a reward of experience points and take their more improved characters on to the next, slightly more difficult, dungeon. TSR published a huge number of simplistic scenarios of this type, which it dubbed “adventure modules,” for dungeon masters who lacked the time or patience to create their own. While D&D became quite popular, particularly in the 1980s, many serious role-players have criticized the game for these tendencies, referring to it as a “roll-playing” game in reference to the dice rolls used to resolve combat. Of course, even a game of “hack and slash” D&D can be considerable fun with the right group of friends, and some do push the system in more compelling directions.
Bla bla bla story story bla bla.
Der Mensch braucht scheints einen Leuchtturm, damit er den Unterschied zwischen Plot und rocken erkennt.
Ich bin durchaus auch der Meinung, dass Videospiele mehr und bessere Story brauchen, aber da D&D/das Abenteuern wieder so platt darzustellen und in die Pflicht nehmen zu wollen, lässt auf eine gewisse Unkenntnis der Materie schließen.