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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Argyle King" data-source="post: 5978107" data-attributes="member: 58416"><p>Generally, I like a lot of what I hear in Pem's posts. Unfortunately, my experiences with 4E have gone the exact opposite way. I found the group I normally game with and our sessions becoming (imo) less creative. Playing a game built more on the idea of narrative logic and game logic rather than in-game world logic seemed to have the effect of the group viewing the game more as game and less as rpg. I am in no way disputing what Pem says; I am only putting forth that 4E had the exact opposite impact on my gaming.</p><p></p><p>For me personally, I moved from playing D&D 4E to learning GURPS. The negotiations with traders and things of that nature which have been mentioned were things which happened when I branched into different games. I would never suggest those things never happened in 4E. I ran a few games which I feel were very successful, but -every step of the way- I felt as though I (as the DM) was fighting against some sort of preconceived notion which the players held about how a 4E game should go. </p><p></p><p>I mention my transition to a different game because it is my understanding that RQ is more similar to a game like GURPS (or at least far more similar to it than D&D in so far as the games are built upon different ideals about gaming.) In Pem's experience, there were things that would not have happened in RQ that did happen in D&D 4E. I moved from D&D 4E to a different game (GURPS in my case) because I found that the things I wanted to happen and the style of game I wanted was easier for me to achieve with the game I moved to. It's interesting to me that the same game can have what I feel is the opposite effect on two different people and their gaming habits.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5978107, member: 58416"] Generally, I like a lot of what I hear in Pem's posts. Unfortunately, my experiences with 4E have gone the exact opposite way. I found the group I normally game with and our sessions becoming (imo) less creative. Playing a game built more on the idea of narrative logic and game logic rather than in-game world logic seemed to have the effect of the group viewing the game more as game and less as rpg. I am in no way disputing what Pem says; I am only putting forth that 4E had the exact opposite impact on my gaming. For me personally, I moved from playing D&D 4E to learning GURPS. The negotiations with traders and things of that nature which have been mentioned were things which happened when I branched into different games. I would never suggest those things never happened in 4E. I ran a few games which I feel were very successful, but -every step of the way- I felt as though I (as the DM) was fighting against some sort of preconceived notion which the players held about how a 4E game should go. I mention my transition to a different game because it is my understanding that RQ is more similar to a game like GURPS (or at least far more similar to it than D&D in so far as the games are built upon different ideals about gaming.) In Pem's experience, there were things that would not have happened in RQ that did happen in D&D 4E. I moved from D&D 4E to a different game (GURPS in my case) because I found that the things I wanted to happen and the style of game I wanted was easier for me to achieve with the game I moved to. It's interesting to me that the same game can have what I feel is the opposite effect on two different people and their gaming habits. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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