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What is the essence of 4E?
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<blockquote data-quote="Manbearcat" data-source="post: 7451987" data-attributes="member: 6696971"><p>Just checked back on this briefly. That is a great and extremely insightful post @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=17607" target="_blank">Pauper</a></u></strong></em> . Just a couple of thoughts on those lines:</p><p></p><p>1) An appropriate analog to your “don’t leave adventure design in the hands of those that don’t know your system” for this thread (and every other one dating back to 2008) on “the essence of 4e” would be...</p><p></p><p>“Don’t let people who</p><p></p><p>- don’t/didn’t play your system in any meangful way</p><p>- who don’t know your system</p><p>- and who actively hate your system...</p><p></p><p>incorrectly (as they’ve done over...and over...and over for many years) depict it!”</p><p></p><p>2) As I’ve said many times on these boards, it’s no coincidence that the folks who enjoyed 4e the most and who had the most success with it are GMs who have extensively run indie games that feature emergent story driven play via (closed) conflict-charged scenes as the exclusive locus of play. Those sorts of games don’t rely upon, or particularly play nice with, Adventure Path play. They require improvisational GMing that cuts to the thematic meat/action and stays there relentlessly, letting one scene evolve to the next. That is what 4e’s machinery was built to do (and it does extremely well).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7451987, member: 6696971"] Just checked back on this briefly. That is a great and extremely insightful post @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=17607"]Pauper[/URL][/U][/B][/I] . Just a couple of thoughts on those lines: 1) An appropriate analog to your “don’t leave adventure design in the hands of those that don’t know your system” for this thread (and every other one dating back to 2008) on “the essence of 4e” would be... “Don’t let people who - don’t/didn’t play your system in any meangful way - who don’t know your system - and who actively hate your system... incorrectly (as they’ve done over...and over...and over for many years) depict it!” 2) As I’ve said many times on these boards, it’s no coincidence that the folks who enjoyed 4e the most and who had the most success with it are GMs who have extensively run indie games that feature emergent story driven play via (closed) conflict-charged scenes as the exclusive locus of play. Those sorts of games don’t rely upon, or particularly play nice with, Adventure Path play. They require improvisational GMing that cuts to the thematic meat/action and stays there relentlessly, letting one scene evolve to the next. That is what 4e’s machinery was built to do (and it does extremely well). [/QUOTE]
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