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D&D Older Editions
Brainstorming a "Phil. of 4e 101" resource
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6675943" data-attributes="member: 82106"><p>This sounds good, but I think I'd put it in more concrete terms.</p><p></p><p></p><p></p><p>Definitely sounds about right for the tone/genre that 4e is reaching at.</p><p></p><p>I think I'd first talk about what the game is <strong>about</strong>. This is a game about story. 4e's purpose as a system is to generate a fun and interesting story about a bunch of remarkable characters. To explore their world, to tell the tale of great deeds, terrible dangers, to find out what happens next. </p><p></p><p>While this game provides rules for fighting battles, overcoming dangers, etc it isn't about a struggle. It isn't fundamentally a contest of survival. Its an exploration and exposition of the world and the characters. This is why much of the game's rules and material are about the characters. About what they do, how they do it, and how they change and grow over the course of a campaign. The question isn't really about whether the characters survive the next fight with some orcs, but about what happens when they discover that they have to save the world from the undead minions of the Demon Prince Orcus, and how they grow and change as they fight to preserve their little outpost in a dangerous world. </p><p></p><p>As such the rules are meant to define what the character's means are, how they accomplish things, and to present them with challenges to overcome which will help to shape their story. This story may be in part a struggle for survival, characters may perish and the dangers of the world aren't merely for show. However, characters hold their fates in their own hands. When Henrik the Dwarf was killed by ogres he gave his life buying his allies enough time to climb into the ore cart and escape.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6675943, member: 82106"] This sounds good, but I think I'd put it in more concrete terms. Definitely sounds about right for the tone/genre that 4e is reaching at. I think I'd first talk about what the game is [b]about[/b]. This is a game about story. 4e's purpose as a system is to generate a fun and interesting story about a bunch of remarkable characters. To explore their world, to tell the tale of great deeds, terrible dangers, to find out what happens next. While this game provides rules for fighting battles, overcoming dangers, etc it isn't about a struggle. It isn't fundamentally a contest of survival. Its an exploration and exposition of the world and the characters. This is why much of the game's rules and material are about the characters. About what they do, how they do it, and how they change and grow over the course of a campaign. The question isn't really about whether the characters survive the next fight with some orcs, but about what happens when they discover that they have to save the world from the undead minions of the Demon Prince Orcus, and how they grow and change as they fight to preserve their little outpost in a dangerous world. As such the rules are meant to define what the character's means are, how they accomplish things, and to present them with challenges to overcome which will help to shape their story. This story may be in part a struggle for survival, characters may perish and the dangers of the world aren't merely for show. However, characters hold their fates in their own hands. When Henrik the Dwarf was killed by ogres he gave his life buying his allies enough time to climb into the ore cart and escape. [/QUOTE]
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