Manbearcat
Legend
Indeed... but let's be fair. That was the hobby for a long time, whether you played D&D or Warhammer Fantasy Roleplay, Runequest or Call of Cthulhu, Twilight 2000 or Aftermath, Bushido or GURPS, Vampire or Shadowrun. So you can bring decades of experience to 4e and find it resisting your efforts to run the game the way you've always done it.
I notice that people who had success with 4e usually understood and enjoyed the principles in games like Burning Wheel, FATE, powered by the Apocalypse, Mouse Guard, etc. So the way to get the best out of 4e was to have tastes and experiences far beyond D&D, and far beyond any mass market title..
So I'm going to bridge here from the theme of the thread to further examining what we've just discussed...and bring up your old "protagonism" thread.
So let's say that I'm a GM that expects to deploy Force or covert Illusionism throughout the course of play to (a) manufacture tension/excitement/climax (rather than them emerging organically through unForced play/systemization) and (b) funnel the fiction (or at least ensure the path of its wobble) toward preordained metaplot (or at least certain outcomes). This is the paradigm where the tension of GM-driven games vs player-(not character)protagonism occurs. Who is (primarily or exclusively) exerting the most agency/driving outcomes and through that, who is dictating the ultimate trajectory of play? If I'm a GM that expects to deploy Force and Illusionism, I want my players to "feel(z)" like they're in the driver's seat (or them + the synthesis of system-derived outcomes)...when in actuality, I'm the one doing the heavy lifting. Oftentimes, this sort of approach is a product of not trusting system (perhaps the systems they've run in the past have failed to consistently produce climax/tension/excitement). Unsurprisingly, those sorts of GMs almost always take the position that "system doesn't matter"! No kidding!
So then. How does 4e push back against me (and the "feelz" that are important to me)?
1) Transparency and exactitude in agenda/principles ("go to the action", "change the situation", "say yes...or roll the dice" when it comes to stunting, "failure is not an endpoint", and all the combat stuff such as "create/promote movement" and "interactive battlefields"). If you expect to exert Force to manufacture play outcomes, you do not want high-concept principles that bind/constrain/direct you toward a play premise.
2) Tight codification of play procedures, maths, obstacles and PC build components. In the same way that high-concept principles gets in the way of exerting my own low-concept agenda (I'll secretly do whatever the hell I want to make this story work!), precision in systemization does the same thing at the procedure level of play. It makes the covert deployment of Force (Illusionism) extremely obvious to the other participants at the table (betraying the ploy and potentially leading to unhappy players unless they're willing "co-conspirators" in the illusion).
3). Heavily systematized player authority. Author Stance and certainly Director Stance fundamentally built into the game's engine is no good. Certainly I feel authority is a zero sum game. So the more the players have authority/fiat power, the less I have! No bueno!
4) Precise encounter budgeting and resolution mechanics that just plain "work" (they produce the sought outcome of excitement/tension/climax without the need for GM intervention/subordination). Why is this a problem? Well, if I'm emotionally attached to my role as "deliverance of awesome by Force" and I feel that I skillfully do it (without the players being aware that their agency is being subverted), I probably suddenly feel a hit to my GM self-worth. So my very important, decades-honed skill is no longer necessary? Well that sucks! Screw that noise!
5) "System matters" and a different paradigm. If I'm used to circumventing a system's premise and procedures and running play by Force (whether it’s because I have to - the system is incoherent or utterly unclear/noncommittal - or because I want to), I don't want system to matter. I don't want to learn a new paradigm. I have my Force muscles and I want to flex them. Learning (what may amount to) a new trade is not what I signed up for!
That about sum it up for GM Force-related ire toward 4e? Anything else?
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