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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="TrippyHippy" data-source="post: 5966500" data-attributes="member: 27252"><p>This argument actually reminds me of the game play of Ars Magica, which had each character represented by numerically valued <em>Personality Traits</em> (along with their other stats). So, a character might have 'Silver-tongued +3' as a trait, or 'Uncouth -2" for example. </p><p></p><p>The weird thing is, even though PCs had these traits, the trait mechanics of the game only operated for NPCs. It was a 'troupe' style game that had players each playing a Wizard (or high profile Companion), while the whole group shared a group of henchmen (collectively called 'Grogs'). The Trait mechanics were rolled to see how these Grogs reacted to events or instructions (along with the same mechanics being used for regular NPCs). The traits for the Wizards and Companions were explicitly meant to be used for roleplaying 'guides' only - they were just part of the <em>profile</em> to allow you to get into character easily. </p><p></p><p>I actually think there has been something of a generational shift in the last 10 years, broadly in the wake of 'Indie' games, where there is now an expectation of mechanical guidance through specified aspects of play in order to meet a gaming objective. Previous generations cared more about freeform simplicity and immersion in narrative, and even more previous generations gave greater expediency to realistic simulation. </p><p></p><p>Yes this is similar to GNS theory, with the critical difference being that I <em>don't</em> think it is a hallmark of good design to only cater for one style or another. I actually think the D&D game is big enough to flexibly allow for all styles and tastes - even if it takes 'advanced' optional supplements to achieve it. This, I hope, is what can be achieved from 5e.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 5966500, member: 27252"] This argument actually reminds me of the game play of Ars Magica, which had each character represented by numerically valued [I]Personality Traits[/I] (along with their other stats). So, a character might have 'Silver-tongued +3' as a trait, or 'Uncouth -2" for example. The weird thing is, even though PCs had these traits, the trait mechanics of the game only operated for NPCs. It was a 'troupe' style game that had players each playing a Wizard (or high profile Companion), while the whole group shared a group of henchmen (collectively called 'Grogs'). The Trait mechanics were rolled to see how these Grogs reacted to events or instructions (along with the same mechanics being used for regular NPCs). The traits for the Wizards and Companions were explicitly meant to be used for roleplaying 'guides' only - they were just part of the [I]profile[/I] to allow you to get into character easily. I actually think there has been something of a generational shift in the last 10 years, broadly in the wake of 'Indie' games, where there is now an expectation of mechanical guidance through specified aspects of play in order to meet a gaming objective. Previous generations cared more about freeform simplicity and immersion in narrative, and even more previous generations gave greater expediency to realistic simulation. Yes this is similar to GNS theory, with the critical difference being that I [I]don't[/I] think it is a hallmark of good design to only cater for one style or another. I actually think the D&D game is big enough to flexibly allow for all styles and tastes - even if it takes 'advanced' optional supplements to achieve it. This, I hope, is what can be achieved from 5e. [/QUOTE]
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