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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7581098" data-attributes="member: 29398"><p>Exactly!</p><p></p><p>But why is the form of the game so different today, is the question; and my own take on answering that won't please many here I'm sure: </p><p></p><p>Player entitlement.</p><p></p><p>Starting with 3e it was obvious that the game was being designed by ex-players to remove many of the frustrations encountered by players in earlier editions - examples: no more level loss, spellcasting much easier, level-up much faster - without perhaps realizing that it was those very frustrations that made success all the more worth celebrating.</p><p></p><p>The bit I've bolded tells me a lot. </p><p></p><p>First and foremost, it screams out that the system would like to severely limit player choice as to their PCs' personalities, characterizations and - yes - alignments. No chaotic free-thinkers need apply here, folks; you have to be part of the groupthink, always do what's expected of you, and always stick to the plan both as player and PC. No individualism allowed in these parts, bucko; no going off script, no standing out from the crowd. Bleah!</p><p></p><p>Second, it tells me the system wants all resources to belong to the party rather than to any one PC even if that PC is the reason those resources exist (e.g. the entourage). Individual greed? Not here.</p><p></p><p>Third, it tells me the system expects the players to focus on optimization in all things from party composition through individual character builds to field tactics.</p><p></p><p>And fourth, it removes yet one more source of player frustration; that being other players who don't go along with the herd.</p><p></p><p>No wonder 4e never appealed to me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7581098, member: 29398"] Exactly! But why is the form of the game so different today, is the question; and my own take on answering that won't please many here I'm sure: Player entitlement. Starting with 3e it was obvious that the game was being designed by ex-players to remove many of the frustrations encountered by players in earlier editions - examples: no more level loss, spellcasting much easier, level-up much faster - without perhaps realizing that it was those very frustrations that made success all the more worth celebrating. The bit I've bolded tells me a lot. First and foremost, it screams out that the system would like to severely limit player choice as to their PCs' personalities, characterizations and - yes - alignments. No chaotic free-thinkers need apply here, folks; you have to be part of the groupthink, always do what's expected of you, and always stick to the plan both as player and PC. No individualism allowed in these parts, bucko; no going off script, no standing out from the crowd. Bleah! Second, it tells me the system wants all resources to belong to the party rather than to any one PC even if that PC is the reason those resources exist (e.g. the entourage). Individual greed? Not here. Third, it tells me the system expects the players to focus on optimization in all things from party composition through individual character builds to field tactics. And fourth, it removes yet one more source of player frustration; that being other players who don't go along with the herd. No wonder 4e never appealed to me. :) [/QUOTE]
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