Rant:
Last night I ran a one-shot session in 4E with half of my group and a couple of friends I made at the FLGS during Encounters. This is primarily to introduce the two groups, to allow socializing time, and to test the 4E ruleset with a group of players accustomed to Pathfinder/3.5 edition.
After explaining to them that I wanted to run a short Chaos Scar adventure (which is essentially a dungeon crawl of 4 or so encounters) just to have a complete adventure in under four hours, I received the following complaint from one of the Pathfinder players (which i'm sure that many of you have already heard):
"4th edition has a great balanced combat system and is fun to play, but it doesn't give you opportunities to roleplay like Pathfinder does."
How can this be the fault of a gaming system? Sure, it may be the fault of the DM (me), the module design (intended as a dungeon crawl), or even the group. Why blame 4E as a killer of roleplaying, interaction, and problem solving?
I even added some roleplaying and story elements to the introduction of the adventure. No one seemed interested in interacting, so I moved on to the exploration and combat encounters.
Sorry. Just need to sound off here.
Retreater
Last night I ran a one-shot session in 4E with half of my group and a couple of friends I made at the FLGS during Encounters. This is primarily to introduce the two groups, to allow socializing time, and to test the 4E ruleset with a group of players accustomed to Pathfinder/3.5 edition.
After explaining to them that I wanted to run a short Chaos Scar adventure (which is essentially a dungeon crawl of 4 or so encounters) just to have a complete adventure in under four hours, I received the following complaint from one of the Pathfinder players (which i'm sure that many of you have already heard):
"4th edition has a great balanced combat system and is fun to play, but it doesn't give you opportunities to roleplay like Pathfinder does."
How can this be the fault of a gaming system? Sure, it may be the fault of the DM (me), the module design (intended as a dungeon crawl), or even the group. Why blame 4E as a killer of roleplaying, interaction, and problem solving?
I even added some roleplaying and story elements to the introduction of the adventure. No one seemed interested in interacting, so I moved on to the exploration and combat encounters.
Sorry. Just need to sound off here.
Retreater