Wik
First Post
So, during a post-game discussion last week, we started talking about an Eberron game. The idea would be that GMs rotated each week, and the game followed a sort of "episodic" format. And the general vein of things would be like CSI (Sort of like a storyhour posted here, apparently). We hashed out how things would work in this possibility, and it was a pretty interesting idea.
After everyone left, I kept thinking about it, analyzing angles in my head to see how it would work out. And I like the idea - I hope it grows into a real game. And not just because it would give me another opportunity to play a spellthief!
You'll note I just said "spellthief", which is, of course, a 3e class*. This campaign concept, to me, would only work in a 3e game (assuming we had to choose among editions of D&D). That sort of high magic investigation game would not work in a 4e model, as the main abilities of the characters (powers) do not translate well outside of combat. And in any investigative game, combat shouldn't be happening all that often.
Once I started thinking along that line, I thought of a few other things that 4e doesn't cover very well, in comparison to earlier editions: Cthulu-esque horror (3e can sort of do it, though not too well; 1e or 2e can do it alright), "historical" gaming (2e, for the win), survival horror (anything pre 4e can do this pretty well, as resource management used to be all the rage in D&D)... plus a dozen others, I'm sure.
Now, each edition is going to have areas it doesn't cover very well. 2e was pretty bad at over-the-top epic games, and 3e never could catch the "feel" of a good DARK SUN game. And good luck trying to run a historical game using BECMI rules. My question here is, does 4e impose a larger restriction on campaign setting/tone than is present in earlier editions?
What, really, can be done using a 4e campaign setting using rules as written? What can be done if you tweak the rules a bit? And what sort of settings would require a complete rules overhaul?
*and, in my humble opinion, the most enjoyable class to play in the game. Even if it probably sucks mechanically.
After everyone left, I kept thinking about it, analyzing angles in my head to see how it would work out. And I like the idea - I hope it grows into a real game. And not just because it would give me another opportunity to play a spellthief!
You'll note I just said "spellthief", which is, of course, a 3e class*. This campaign concept, to me, would only work in a 3e game (assuming we had to choose among editions of D&D). That sort of high magic investigation game would not work in a 4e model, as the main abilities of the characters (powers) do not translate well outside of combat. And in any investigative game, combat shouldn't be happening all that often.
Once I started thinking along that line, I thought of a few other things that 4e doesn't cover very well, in comparison to earlier editions: Cthulu-esque horror (3e can sort of do it, though not too well; 1e or 2e can do it alright), "historical" gaming (2e, for the win), survival horror (anything pre 4e can do this pretty well, as resource management used to be all the rage in D&D)... plus a dozen others, I'm sure.
Now, each edition is going to have areas it doesn't cover very well. 2e was pretty bad at over-the-top epic games, and 3e never could catch the "feel" of a good DARK SUN game. And good luck trying to run a historical game using BECMI rules. My question here is, does 4e impose a larger restriction on campaign setting/tone than is present in earlier editions?
What, really, can be done using a 4e campaign setting using rules as written? What can be done if you tweak the rules a bit? And what sort of settings would require a complete rules overhaul?
*and, in my humble opinion, the most enjoyable class to play in the game. Even if it probably sucks mechanically.