[WotC's recent insanity] I think I've Figured It Out

Wizards do not need to hope for the "best conditions." They make the best conditions.
Right, getting the picture here. You're off on some Sun Tzu fantasy tip. I made the mistake of assuming we were talking about a D&D magic-user who casts vancian spells, but it's more of a theoretical ultimate Kung Fu, ninjas wailing on guitars type ideal than anything relatable to um, playing a magic-user character, and if I don't get the gawdlike possibilities that are apparent from having memorized a blur spell then clearly my Kung Fu is sadly lacking.

Carry on.
 

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Because of course everyone has the same idea of what's fun. ... No, wait a minute, that doesn't sound right ... :erm:

Mercurius is pretty much right. WOTC is in a bind. Do they design for those of us who've been playing RPGs forever or for the new kids coming in? Because these groups have different enough ideas of what is fun that you can't make them both happy. And neither group is a very attractive market for the product. The veterans are diminishing and for the new guys you can't out-World of Warcraft World of Warcraft with an RPG. WOTC seems to have tried to make both groups happy and have succeeded with neither.

They're not in a bind. We don't matter. What they need is a game that's fun to play and if a designer can't speak intelligently on what is fun, or what makes something fun, they should be fired. Throwing up your hands and saying "well everyone's idea of fun is different" means "we should not be paying you to make fun games."

The game doesn't *have* to compete with...any other game, because kids have lots of free time. They can do more than one thing. All D&D has to do is be fun in a way other things aren't fun.

What separates D&D from the Castle Ravenloft board game? I honestly don't know, because as far as I can tell, WotC's attitude is "nothing." D&D is a series of encounters in which you fight monsters. So is Castle Ravenloft.

What makes D&D Different is the existence of the Temporal World and while you and I can graft that onto the game because we grew up with a tradition that assumed it, it doesn't seem like WotC thinks it's worth pushing to the fore.

From where I sit, they should be working on nothing else. Because I already have more tools to kill monsters with than I could ever use. So now it's time to give our characters some ambition.

AD&D assumed a certain set of built-in ambitions and these were good and served two generations of gamer well, but WotC could do better.

Epic Destinies are as close as WotC gets, but I think they're a cop-out. First, they're sort of the opposite of ambition. They're what you get when you've already achieved everything else. I'm talking about stuff like.

"I want to build a keep."

"I want to start a guild."

"I want to create a new spell."

"I want to be a Baron."

"I want to be...." whatever your character wants, apart from a dude who kills monsters.

Which, based on my assessments of how people play the game, is something players should be thinking about and given tools for at around 7th level.

Epic Destinies are about becoming a God and whatnot. That's not The Temporal World, that's transcending the Temporal World.

The Temporal World is what gives our adventures *meaning*. That's something critically missing from D&D4.

In D&D4, because of the way magic and rewards work, it doesn't matter what adventure your character goes on. He's going to come out the other side exactly the same as if he'd gone through any other adventure.

He's going to get some money that he can't really buy anything with, some XP, and some magic. And the magic will be pretty blah, but it doesn't matter what it is, because he can render it down to residuum and combine it with the cash he can't spend to get the items he DID want. In fact, the DMG suggests just asking players what magic they want, and giving it to them.

Adventures, therefore, become a black box. From the outside, before or after, we can't see inside. We can't tell, by looking at your character sheet, which *in-game* choices your character made. We can only see the choices the player made when he leveled up.

Instead we need....well first we need to keep what we have. The 'Fighting Monsters' part works great. Now we need a world, we need context. We need adventures with choices and worlds to affect.

I love 4E. Great fun. But the absence of meaning, context, a world that exists as a resource, a thing to take and use and change, as opposed to wallpaper, is criminal.
 

They're not in a bind. We don't matter. What they need is a game that's fun to play and if a designer can't speak intelligently on what is fun, or what makes something fun, they should be fired. Throwing up your hands and saying "well everyone's idea of fun is different" means "we should not be paying you to make fun games."

The game doesn't *have* to compete with...any other game, because kids have lots of free time. They can do more than one thing. All D&D has to do is be fun in a way other things aren't fun.

D&D may not be competing for time (although i disagree -- it is a very time intensive activity), but it is definitiely competing for dollars. Amount of idle time tends to be inversely related to size of discretionary budget.
 

We can't tell, by looking at your character sheet, which *in-game* choices your character made.
To some extent at least, this is equally true of many other RPGs. For example, a Rolemaster character sheet does't tell us much expressly about in game choices. But it might do so by implication - eg a PC with many ranks in Riding probably has ridden horses in game - but then the same is true of 4e - a PC with the Mounted Combat feat has probably been riding mounts in game.

I love 4E. Great fun. But the absence of meaning, context, a world that exists as a resource, a thing to take and use and change, as opposed to wallpaper, is criminal.
I can see where you're coming from here, and LostSoul has made similar claims in other threads. But I don't agree myself - the ingame reality makes a big difference to skill challenge resolution, and to aspects of combat resolution (eg terrain and positioning, which are ingame phenomena as well as rules phenomena).

I think the fact that the game benefits so much from strong preparation (eg drawing up battlemaps, preplanning skill challenges) can push towards a type of railroading in which all the players can do to affect the game is make tactical decisions at the level of encounter resolution. And this in turn can push toward the game being played purely as a boardgame rather than a roleplaying game with a world that is other than wallpaper.

But I don't see this as inherent to the game. What would be good, though, would be some rules text that actually adressed this (perhaps building on some of the Robin Laws stuff in the early part of DMG2).
 

Right, getting the picture here. You're off on some Sun Tzu fantasy tip. I made the mistake of assuming we were talking about a D&D magic-user who casts vancian spells, but it's more of a theoretical ultimate Kung Fu, ninjas wailing on guitars type ideal than anything relatable to um, playing a magic-user character, and if I don't get the gawdlike possibilities that are apparent from having memorized a blur spell then clearly my Kung Fu is sadly lacking.

Carry on.

If you don't have an argument or response, don't post.

More stuff about the "temporal world"

Again, I'm not getting it.

You're saying that 4e needs all these rules for being a baron or a lord or starting a guild but those have never existed.

Watch, I'm about to spell out all the rules for being a lord in previous editions. Ready?

"When a fighter hits level 9 they attract some followers if they have a castle."

Boom. That's it. That's the entire rule(s). It mentions that the DM will know more rules to go beyond that, but I've read the DMG and I don't recall ever seeing them there (certainly correct me if I'm wrong!)

I again find the complaints funny, as when 3e came out, people were demanding the opposite you were. "RULES for the 'temporal world,'" they would say, though they probably didn't use the phrase temporal world, "that destroys the roleplaying! You aren't meant to have a rule or mechanic for everything! Let people play out such things!"

It's a funny trend. The game bulks up in non-combat rules and it's destroying roleplaying and becoming a hack and slash. The game thins out the non-combat rules and...it's destroying roleplaying and becoming a hack and slash.

Me personally? I'm happy without the rules and mechanics there (though granted I've been on a bit of a rules-lite binge for awhile now). It means that players can literally do anything they think of without having to refer to charts (old editions) or a thousand rules (3e) or individual powers (4e). They want to be a lord? Fantastic! I don't need rules for that. We can play it by ear! Maybe big decisions come up and they need to decide on a course of action. I don't need a set of rules for that!
 

What makes D&D Different is the existence of the Temporal World and while you and I can graft that onto the game because we grew up with a tradition that assumed it, it doesn't seem like WotC thinks it's worth pushing to the fore.
[. . .]

AD&D assumed a certain set of built-in ambitions and these were good and served two generations of gamer well, but WotC could do better.
[. . .]

The Temporal World is what gives our adventures *meaning*. That's something critically missing from D&D4.

Matt, I agree that 4E has narrowed D&D's focus too tightly on the encounter. And I agree that building beyond that serves D&D both by highlighting its unique strengths compared to similar forms of entertainment, and by inspiring play and players.

But I totally don't get this Temporal World kick you're on. Maybe in part it's because of your examples: In 30 years of gaming, in D&D and probably 50 other systems, I've never once had a character who was motivated by the sorts of things you're talking about.

Great campaigns, great settings, and in particular great conflicts. Intriguing adventure concepts. Mystery. Atmosphere. These are all pulls, at least for me, and they are all areas where RPGs really shine.

But the chance to build a stronghold or start a guild? Whatever.
 

Except to former fans of in-print FR, who map to former fans of in-print D&D quite nicely, given that the same people are behind both projects. And mostly negative Amazon reviews suggest that most people don't like it, just like Pathfinder seems to be eating D&D's cake at the moment, maybe.

But you go back to that head-in-the-sand thing you've got going on...

The fact that fans of FR were disappointed by the 4E treatment of it might be proof that WotC made some bad calls about the direction they took it in - but it isn't proof that the 4E designers hate the game.

That's what ProfC is trying to argue - whether you like it or not, the 4E FR setting was the work of people who felt they were genuinely improving the game. That doesn't mean they made the best possible changes - but the changes that were made, they made because they thought they were good decisions.

And given that, when they received complaints over the setting, they have since followed up with 2 settings that have gotten very good reviews - that sounds like part of their goal is to listen to their fanbase and try not to repeat the mistakes they've made.

Feel free to accuse the WotC designers of having made blunders with 4E. I won't say your wrong. (I don't think any edition of D&D is perfect, myself, and the same goes for Pathfinder and pretty much every other RPG as well.) Even I like changes they made which you dislike, that doesn't change the fact that they've made choices which you disagree with.

But claiming they made those choices because of a lack of passion for the game just seems willfully blind. And guess what, if you actually asked many of the people at Paizo - many designers who have worked alongside the designers at WotC, have gamed with them, who consider them friends - I'm confident they would tell you that the designers at WotC care about the game they are making just as much as the Paizo staff cares about Pathfinder, and are just as committed to making what they think is the best game they can.
 

What they need is a game that's fun to play and if a designer can't speak intelligently on what is fun, or what makes something fun, they should be fired. Throwing up your hands and saying "well everyone's idea of fun is different" means "we should not be paying you to make fun games."

Eh, I think the argument is less, "We can't define fun, because everyone's idea of fun is different", and more, "There are many different approaches to a game, and we have chosen one we are happy with, though we know that others might have preferred a different choice."

Epic Destinies are as close as WotC gets, but I think they're a cop-out. First, they're sort of the opposite of ambition. They're what you get when you've already achieved everything else. I'm talking about stuff like.

...

Which, based on my assessments of how people play the game, is something players should be thinking about and given tools for at around 7th level.

I think the Paragon level divide is really what is aimed at this area, but that it is true there isn't enough support there. I think the existence of the tier divide itself helps the DM work on these developments, but that there is room for WotC to go farther. I don't think Epic Destinies are 'the opposite of ambition' as you say - they just are a later step in the process.

It is the step in between that you are looking for: The fighter starts as a Hero in the Heroic tier. By the Epic tier, he is a King. What you want (and what I agree would be useful) is the Paragon tier declaring that he is a Lord, or General, or otherwise at some role in between. Should this be developed via Paragon Path? Some of them come close. Or maybe some new system could be in place.

Still, I do think that the existence of the tiers, and the example set by Epic Destinies, shows more support for this sort of development than we really had in 3rd Edition.

The Temporal World is what gives our adventures *meaning*. That's something critically missing from D&D4.

In D&D4, because of the way magic and rewards work, it doesn't matter what adventure your character goes on. He's going to come out the other side exactly the same as if he'd gone through any other adventure.

He's going to get some money that he can't really buy anything with, some XP, and some magic.

...and the favors of the people he has saved, influence with the region, a greater reputation, etc. I'm not sure where you are seeing the lack of these things.

My first 4E adventure was Keep on the Shadowfell, and we emerged with the friendship of the local lord - not to mention a goblin henchman. In LFR, my characters have all sorts of regional favors and reputations and titles.

I just don't see how 'magic and rewards' work differently in 4E in some fundamental way that removes the connections to the 'Temporal World'.

We can't tell, by looking at your character sheet, which *in-game* choices your character made. We can only see the choices the player made when he leveled up.

Now, this is an interesting comment. I've seen players for whom this is true, and others for whom it is not. Some players will certainly still make their feat choices based on what is appropriate given their character's experiences. Others will take a hodge-podge of options from all sorts of sources, simply because the feats work well together. And I agree that 4E doesn't do much to discourage the latter approach.

But... thing is, the same players acted the exact same way in 3rd Edition, too. And the only reason it didn't really happen in previous editions is because you generally just had less options anyway - you didn't have constant choices to make about feats and powers and such.

Now, how could 4E encourage people to take more appropriate character options? Ones which reveal a character's nature when examined, rather than just reveal what nifty tricks he can pull off in combat? I'm honestly not sure - maybe more background on the feats, more flavor text, etc.

Except that many already have those elements. Along with, often, skill or race or stat requirements to make sure at least somewhat appropriate characters take the feats. The players who like the flavor and background and are inspired by it will continue to be so, and will continue to make choices based on those elements. The players who don't care, and just want stuff that lets them do awesome things in the game? They will continue to ignore the fluff as much as they can.

As it is, 4E has provided many tools to let your character sheet show the nature of your character. Backgrounds, skills, ability scores, paragon paths - and, yes, even feats and powers - can help define you.

I mean... looking at a 2nd Ed Fighter's character sheet, what element on there somehow 'reveals' so much more than a 4E character sheet? What helps describe the in-game choices that have been made? The fact he has at keep at 9th level? Does that mean the character sheet is useless until that level? Or is there something else you are looking for?

Instead we need....well first we need to keep what we have. The 'Fighting Monsters' part works great. Now we need a world, we need context. We need adventures with choices and worlds to affect.

I love 4E. Great fun. But the absence of meaning, context, a world that exists as a resource, a thing to take and use and change, as opposed to wallpaper, is criminal.

I don't disagree that those are good things, I'm just... not convinced they are actually missing in the game. Many of WotC's adventure offerings aren't that great, but they seem to have been improving and certainly have them grounded in an in-game world.

I mean, I'm honestly at a loss as to what you are looking for. We need "meaning, context, a world that exists as a resource" - what would provide that? Setting books? They exist. Flavor and background content is scattered through the books and magazines, in ever increasing quantities. Is it just more advice you want, in DM books, on helping character's develop as part of the 'Temporal World'?
 

But you go back to that head-in-the-sand thing you've got going on...

If you don't have an argument or response, don't post.


Ladies and gents, what we have here is a classic butting of heads.

Rounser here got kinda personal and rude. It has gotten him booted from the thread. Meanwhile Cirno appears to have decided he gets to tell folks when and how they may post, and that has gotten him booted from the thread.

So, they both lose. Please do your level best to avoid joining them - Keep It Civil.
 

If you don't have an argument or response, don't post.


Again, I'm not getting it.

You're saying that 4e needs all these rules for being a baron or a lord or starting a guild but those have never existed.

Watch, I'm about to spell out all the rules for being a lord in previous editions. Ready?

"When a fighter hits level 9 they attract some followers if they have a castle."

Boom. That's it. That's the entire rule(s). It mentions that the DM will know more rules to go beyond that, but I've read the DMG and I don't recall ever seeing them there (certainly correct me if I'm wrong!)

I again find the complaints funny, as when 3e came out, people were demanding the opposite you were. "RULES for the 'temporal world,'" they would say, though they probably didn't use the phrase temporal world, "that destroys the roleplaying! You aren't meant to have a rule or mechanic for everything! Let people play out such things!"

It's a funny trend. The game bulks up in non-combat rules and it's destroying roleplaying and becoming a hack and slash. The game thins out the non-combat rules and...it's destroying roleplaying and becoming a hack and slash.

Me personally? I'm happy without the rules and mechanics there (though granted I've been on a bit of a rules-lite binge for awhile now). It means that players can literally do anything they think of without having to refer to charts (old editions) or a thousand rules (3e) or individual powers (4e). They want to be a lord? Fantastic! I don't need rules for that. We can play it by ear! Maybe big decisions come up and they need to decide on a course of action. I don't need a set of rules for that!

I'm glad you're happy. If you want to see some interesting 4e house rules for BECMI-style dominions, try these:

Strongholds and Henchmen for 4e | Greywulf's Lair

War Machine, revised: Mass Combat for 4e | Greywulf's Lair

Also, the Adventurer's Vault 2 seemed to have a lot of items that were ready made for an adventuring lord's stronghold.

C.I.D.
 

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