D'karr
Adventurer
Er...how do you figure?
Don't feed them.
Er...how do you figure?
What was innovative in OtE, that 4e picked up?
I'm tackling these two together, because the "theory" you state here is not really part of OtE, and nor is it part of 4e.In theory, the DM creates the world and PCs create the characters, and the two should meet only in that characters should be possible (however improbable) in the world.
Say 'yes' actually IS stated several times explicitly, but it still doesn't qualify as a RULE, unlike saying something like 'Roll or Say Yes' would be, or FATE where the player expends a fate point to invoke an aspect. The mechanics encourage stunting, but they provide a LOT of 'integration points', though without hooking most of them. For instance APs can act as a more general plot coupon, and there are a few feats or racial abilities that leverage that in a small way (and PPs often in a limited form), but its never developed. It was more latent with HS, rules-wise they're more of a passive resource that gets attritioned, but the potential is always there. The disease track is pretty much latent as well, though it was developed in the BoVD into a more general tool for 'curses'.That's basically true, but I'm more interested in what the mechanics encourage themselves. I'm not solely interested in that (I think it's interesting they had stuff on wishlists, for example), but in regard to 4e, I think what the mechanics encourage (or don't fight against) is more interesting.
Not sure what reskinning opens up in terms of abuse, but I distinguish two separate procedures here. There is 'reskinning', which is purely narrative, calling an axe a sword for instance, in which no mechanical alteration is made, and then there's customizing, where keywords are altered. The latter can be abused, you can put the cold keyword on a power and use it with Frost Cheese, etc. The question is whether in general even that does much. I mean there are plenty of cold powers in the game at this point. Early on it was more of a concern, but with something like 13,000 published powers now?I think this is interesting, because it's not a rule in any way, but I think that 4e would broadly be okay with it (just like if anyone could take any appropriately-leveled power from any class). But I do think there is a good amount of room for abuse here, for the moderate-to-hard optimizers.
Oh, I use quests all the time. This is interesting. So you think it's okay for the GM to set these, over, say, the players?
4e saved me tens of thousands of dollars.
Because he didn't buy any of it. diaglo is perhaps the world's best known proponent of OD&D.Er...how do you figure?
Er...how do you figure?
I deliberately used the word "covert". As in, not apparent to the observers (in this context, the players). Deception (eg lying) is one way to do this, but often not explaining your reasoning and methods can be enough.I'm still not sure that I understand. Must there be deception involved, for it to be Illusionism?
More context is required to diagnose a playstyle. (That's partly why I think actual play examples are more useful than hypotheticals.)If I set up the Big Bad with a trusted lieutenant who can carry the plot forward if the Big Bad falls, is it only Illusionism if I introduce the lieutenant after the fact, because I changed the narrative to subvert player actions?
There are more or less skilled ways to flag stakes and manage the resolution of declared player actions; and there are different criteria of fun.But the DM can't just come out and declare the stakes, like that. The DM can't say, "If you beat the Big Bad in combat, and he does not escape, then the plot is foiled and he'll never both you again". That would be a lie, in this case. And even if it was true, because the DM didn't have the Big Bad set up some sort of contingency plan, it seems like it would spoil a lot of the fun.
It's actually completely trivial to foreshadow the existence of a lieutenant who might pick up the scheme - the most obvious way, and not necessarily a bad one, is to have the lieutenant present in the final confrontation, and to have the leader hand over the baton and the lieutenant then try to escape while the PCs are locked down with the leader plus minions.the DM certainly can't say, "If you beat the Big Bad in combat, it doesn't even matter, because there's a trusted lieutenant who is going to take over the evil plot".
The question is whether the stakes are supposed to be covert.I guess the sticking point for me is that world-setting backstories are supposed to be covertly-authored.
the poll asked a personal/anecdotal question. what are your favorite 4e elements?
i picked other. it saved me money. i tried it but didn't buy anything. so i figured by not completing my collection of D&D it saved me tens of thousands of dollars.
does that answer your question?
OK, so some innovative DMing advice if it came out 2 years before OTE. Fine. Next time I'll set my hypothetical Time Machine for '95...If 4e had come out in 1990, with its "say yes" and player authorship agenda, all these devices for allowing players to take control of the content of the gameworld, player-authored quests, etc, it would have been regarded as an innovative game.
Well, sure, it was innovative /for D&D/, which was kinda the point. D&D stagnated for a long time until 3e, which paradoxically, marked a leap forward for D&D, and a sort of weird collapse-and-rebirth of the rest of the industry, as d20 just engulfed it.Heck, in 2008 many regarded it as an innovative game simply because they're not familiar with all the prior design that influenced it.
Nod. It's funny seeing Tweet hyped as the 'old-school D&D guy' to Heinsoo's 'indie guy.'(Just as I've seen many people describing backgrounds and one unique thing in 13th Age as innovative, because they're not aware of Tweet's free descriptor game from 20 years ago - Over the Edge - that really was innovative.)
Please bear with me, but this entire concept of 'stakes' is quite unfamiliar to me. I know that Burning Wheel uses it, and people are using it to discuss 4E (and 5E!), but I've never actually sat down and read a rulebook that discussed its use. As a DM, I don't sit down and plan the stakes one way or another; it's not something I've ever consciously had to acknowledge.The question is whether the stakes are supposed to be covert.
In player-driven play the stakes, by definition, should be known to the players, or at least knowable. I've got nothing against surprising the players - but the surprise is delivered in the course of framing and/or resolution, not as part of the narration of the outcomes and consequences.
My issue here is that I don't plan out the story very far in advance. I can't foreshadow that there might be a lieutenant left to carry out the evil plot, because I don't know what the players are going to do leading up to that point. Obviously, if they take out the lieutenant before moving on to the boss, that lieutenant won't be around to pick up the pieces. Or maybe they'll meet that lieutenant in town, and convince her to betray the Big Bad? Or convince her to pursue some other agenda, and abandon the Big Bad before the final fight (possibly without even knowing who the lieutenant is, but just treating her like any other random NPC).The threshold for knowability is obviously fuzzy, but "you missed a clue two years of play ago and never had another chance to pick it up" falls well below my personal threshold. "You could have easily got the information in the current scene but didn't" is about where my threshold sits - an example is the sample skill challenge in the 4e DMG, where the players don't automatically know that the duke can't be intimidated, but can get that information easily with an Insight check - and even if they only learn it the hard way it doesn't end the encounter with an auto-loss.