To be pithy:
3E tries to be a system for getting to the fun.
4E tries to be a system that IS the fun.
Can you elaborate on what getting to the fun in 3e looks like? And please contrast that with what is fun about the 4e system.
To be pithy:
3E tries to be a system for getting to the fun.
4E tries to be a system that IS the fun.
I think- but I'm not sure- that this is a side discussion about mechanics & logic. A mechanic for physical acts that limits something simple in a seemingly arbitrary fashion would presumably be a bad thing.
I don't agree with this. A PC in my 4e game, for example, has a power that lets him perform a Mighty Sprint (or Climb, or Jump) once per encounter. It's excatly like the hypothetical "jump cards" being discussed. So the discussion of jump cards has direct implications for how my game plays, and how it's play is to be understood.
In a game with limited jump cards, you might avoid setting encounters in hills, or at Olympic athletics competitions.
Well, I gave two examples upthread of how it is limited in 4e.It's a weird example anyway as no edition of D&D uses jump tokens or cards or what-have-you. As far as I remember... jumping has never been limited in the way that others are talking about so I guess I'm still a little confused on this one.
Bill91, thanks for a thoughtful response.Let's not be too hasty here. From the context, it looks like some people see the 3-limit jump cards as the chances to jump 3 times - an act that normal people in real life can do all day. But with something like "Mighty" attached to the front of it, that sounds more like being able to exceed normal ability or perhaps achieve an auto-success a limited number of times per day. There's a world of difference between the two and, I'd say, many games including previous editions of D&D embrace the latter.
4e's partial solution to this problem is the retraining rules (ie buy more "jump cards). But - to tie this point back to 4e as an example system, and thinking of "jump cards" just as a placeholder for more general mechanical features of the game - 4e is limited in the genres of RPGing that it will support. As has often been noted, for example, it won't work very well for a game that is mostly about the PCs setting up a business enterprise and engaging in mundane commerce.Suppose the PCs want to go adventuring in the craggy hills or compete in an athletics tournament? What then?
Eyebeams, another interesting post.You guys are getting bogged down in fairly trivial aesthetic preferences.
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I think that in any mature consideration of what RPGs mean to us, we must admit that there are problems that *can't be solved* outside of the specifics of one's own table. A designer or design team can tell you what the rules are supposed to mean, and how they are supposed to work, but past a certain point they *cannot* help you.
I don't know what this means. The fun for me in playing 4e comes from participating in creating a story of heroic fantasy adventure with strongly (and growing) mythic overtones. The system is a means to this end.4E tries to be a system that IS the fun.
You assert this as if it is self-evidently true. When in fact I can name a number of influential RPGs the systems of which are not mathematical models of anything: HeroWars/Quest, The Dying Earth, Maelstrom Storytelling, Nicotine Girls.Game systems are mathematical models.
No. At most, they might realise that no character does ever jump more than three times per day. You would need to know a lot more than that to actually make an inference to the physics of the world - assuming that wondering about the physics of the world was even a salient issue! - which for those playing a non-exploration based game it probably is not!If you wrote short stories based on your adventures and some one read them all, had never heard of RPGs, and paid attention, they would eventually realize that no character in your stories could ever jump more than three times per day.
I don't know what this means. The fun for me in playing 4e comes from participating in creating a story of heroic fantasy adventure with strongly (and growing) mythic overtones. The system is a means to this end.
You assert this as if it is self-evidently true. When in fact I can name a number of influential RPGs the systems of which are not mathematical models of anything: HeroWars/Quest, The Dying Earth, Maelstrom Storytelling, Nicotine Girls.
1) Arbitrariness means that something other than what seems logical, reasonable or good will come out of any game system for no other reason than some structural outcome. D&D4 power use frequency leads to examples of this, where the "powerup" period can lead to various silly events. It is impossible to design a game system that doesn't do this, but it is possible to try and heavily indoctrinate a community to ignore these issues. Thanks to D&D's current instability, many people are now waking up from this indoctrination.
2) All game systems engage the story on a narrative meta-level as well as simulating physics or whatever. The popular notion of a divide between these things is false. That's because even a game that tries to be about fantasy physics must dwell on things that matter to the story (no "bathroom break frequency" rules!) and tune them for a desired effect, and games that are highly "meta" about conflict and story must eventually be rendered as *things* in a self-consistent fashion.
3) Game systems impart meaning to the world of the story because they provide our way in. We really cannot ignore the idea that the rules are a machine that makes the world happen, even if the game isn't intended to do that. This is part of our nature as en emotional, symbol-manipulating species. We do not have hard and fast "simulation" and "narrative" boxes.