A reason why 4E is not as popular as it could have been

I'm not sure what you mean. I'm currently running a World of Greyhawk exploration campaign using 4E.

I have quite a bit of exploration in my 4E campaigns, too. Maybe I shouldn't have weakened what I wanted to say: That apparently some people think exploration is the sum total of roleplaying. Or maybe the heart of roleplaying. I don't know exactly what they are thinking, and it's dangerous to assume thoughts. It's tied into simulation preference, too. Maybe that's it, since I'm perfectly happy with exploration that isn't sim, but apparently for some people I'm deluding myself with a string of mini-skimish battles and calling it exploration. Real roleplayers would do it different. :lol:
 

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Well, you've lost me here. What is the GM presenting - beginnings? or endings? Beginnings don't need much of a world, as per the example in my previous post: tell the players to look at the PHB and build something out of that. As for endings, they don't come from the GM deciding in advance. They come from playing the game. And the necessary setting for framing and resolving a situation can also be provided by the GM in the course of playing the game.

The GM is the narrator. I like to think of him as the criminologist in Rocky Horror.

The players are both the audience and Brad, Janet, Columbia, Eddie, and Rocky.

When the criminologist speaks he is both telling part of the story, but setting up the next challenge in it. While telling it he knows where the story is heading, but even to tell the story he had to piece it together from what the players did.

So he plays both parts of the movie, but one of the is off-screen. When he narrates what he found he is offering the situations just as they were offered to the players, and we see the "action" that happened because of the results of the players choices.

So the DM knows where the story is headed, and what is to come in the story. Just the players often contort that skipping parts, and making others loop back on themselves.

Other than the empires,

Yeah you are offered NAMES for things, and if you don't like the very few selections, you have to work from the ground up. The planes can be thrown out. Leave Planeswalking for Magic The Gathering as I never really cared for it. As others mentioned there is a lot of little stuff, but no setting. You must create the world, as I said before, because you are sitting in the Ivory Tower with this little bits of stuff floating nearby otherwise surrounded by The Nothing. Because nothing is what the PoL setting is for a setting.

What empires are in the PHB or DMG?

Huh? Permeable means permeable.

:yawn: Therefore it is NOT cut-off or disconnected in in way, but secluded.

Darby O'Gill likewise was not supposed to return after following the king and IIRC he did not...until the king played a final trick on him for his selflessness.

But it wasn't cut-off, just secluded, as there WAS a natural means of getting there.

Their terminology and word us is lacking, in many areas of 4th edition.

I wasn't in any doubt that you don't like the default 4e setting. But it doesn't follow from your dislike

Previous editions had a medieval backdrop. You plugged the game into it. 4th has nothing. If you assume still a medieval backdrop then it wasn't because this was offered. It also looks a bit silly to MANY as you are no longer in a human-centric world.

These are two pretty big elements of a setting. In past ediitons it was explained why elves didn't rule the world through the mechanics of them having level limits. This was lifted in 3rd but their lifespans still remain very long. I am not sure 3rd took care of the problem and didn't end up having a elf-centric world.

4th I am not currently sure which race would rule, but the concept MIGHT be fixed if for some reason one assumes that ONLY the PCs have levels. But that dissolves my suspension of disbelief when one human can be a PC, but another cannot as there is absolutely nothing that prevents them outside of the game mechanics. If the setting said, some were born touched by gods or something, but the gods don't even participate in 4th and are there by name only. See the discussion about "paladins are always paladins and never fall" going on around here somewhere. PoL offers a few things, but in doing so sets up mixed signals because it doesn't really know what it is.

If you are giving me a setting, then give it to me. If you are telling me to make it, then get the hell out of my way and don't open your mouth with your ideas, so I CAN make it.

LotR does this nicely by starting off telling you about Middle Earth in that the world of [hu]man is coming.

W&M (which you yourself deny establish a setting).

Never read the book as I wouldn't pay for advertising. If it was an important part of a setting, then it should be contained in one place, and being the default setting, should be in that place in its entirety when the game comes out. Not requiring the thread on trying to find the bits and pieces of it that have been presented over 2 years in all sorts of places.

What did your play actually do to "build" your settings? Note I despise the use of the word build for anything that is not a tangible structure.

Did you have a town spring up because the players suddenly wanted to visit it with JIT DMing? Did a race suddenly come into existence?

What significant thing about the setting did this JIT create?

I don't know what your approach to GMing is. But I know that I can run a session for my players with nothing but a map, some inhabitants and a few ideas linking that situation to the myth and history of the gameworld.
I don't even need that much before I sit down to run, but that isn't my point. You and I are not the only players.

The popularity is based on the number of players. If 4th isnt popular, what could be the reasons. That is what we are going about in this thread. I think?

Well I agree that a lack of setting for those, unlike ourselves, could be a big reason. Again taking into account all other forms of entertainment made to envelop the reader in it, 4th is very lacking in getting things across that could envelop many.

Maybe the setting is there, it is just hidden in the tactical grid based game.

The problem with your quantum mechanical analogy is that a fiction doesn't have to have a state until the author chooses.

The problem you seem to be having is WHO the author is. The DM is the set[ting] designer, director, and editor, and the players are the screenwriters.

Thus the DM must make the story fit in the set designed. It doesn't mean a new set can be made for a change in ACT VI once the play is in action.

Once the play is in action for OTHERS to view, all things should have been figured out.

Imagine viewing the story AFTER as that is how others would. The screenwriters may want something, but the director has already decided what will work in the world.

James Cameron said:
Neytiri "has :):):):)," even though "that makes no sense because her race, the Na'vi, aren't placental mammals."

Luckily he played every part, but as the director, had they not had "bewbs" the director chooses and can override the screenwriters choice.

Likewise the same for dragonborn. :erm:

The players, screenwriters, only use the tools given put a story together with them, with approval of the director.

If I'm making something up, I don't check it.

What are you creating that is so significant to the setting? Flammable jewelry is really a novelty bit and doesn't nor should it, play a large role in the overall plot unless that is what you wanted.

I work in either of two ways. I have things done in advance or have NOTHING done in advance. The problem with having nothing is as I explained before, you MUST have something still: the setting. I do always have something. cities don't pop up over night while the characters sleep.

You have to have a foundation before you can build a house. Your maps, and such ARE your setting. JIT doesn't create new maps for you "on the fly", you must have them in advance of playing in them.

If you leave an undescribed location via "HERE THERE BE DRAGONS" on the map, then you already decided to place something there later when needed. You didn't make the world bigger, you just colored in the drawing already there. If nobody ever visits that area, then your setting was still created from the start as there is still nothing there now. The void has not been replaced and its state remains unchanged.
 

- Competing with a recently published, successful version of the game rather than the degenerate, overpublished gasps of a game in its waning years

Actually, it was replacing a degenerate, overpublished corpse of a game, it's just that many modern zombies have internet access and others were drawn to the alluring scent of Bactine. :p
 


Metrics please.

The same ones used by the people saying it isn't popular. Only I'm not going on the basis of my anecdotes, but theirs--or at least as stated here and other topics. Also, the choice of smiley was not accidental ... :p

If a group of, say, NFL fans are screaming about the players not wearing enough ballerina outfits during the game, then I'll assume the NFL has equally failed to cater to their needs, and I'm sure the NFL will be equally unpopular with this group.
 


I'm starting to think that one of the reasons that 4E is not as popular as it could have been is that WotC underestimated the number of people who think that exploration is a necessary prerequisite for roleplaying.
I have quite a bit of exploration in my 4E campaigns, too. Maybe I shouldn't have weakened what I wanted to say: That apparently some people think exploration is the sum total of roleplaying. Or maybe the heart of roleplaying. I don't know exactly what they are thinking, and it's dangerous to assume thoughts. It's tied into simulation preference, too. Maybe that's it, since I'm perfectly happy with exploration that isn't sim, but apparently for some people I'm deluding myself with a string of mini-skimish battles and calling it exploration. Real roleplayers would do it different.
Crazy Jerome, I think we're very much on the same page here.

Upthread I posted that, when 4e was released, I assumed that WotC had market research showing that Ron Edwards was right to hypothesize that there was a big, unmet demand for narrativist, character-&-situation-driven RPGs.

But it seems that they didn't - or, if they did, then maybe they need to find some new market researchers!

I also share the frustration you express in your second post. I get frustrated with the repeated implication that if exploration (and especially exploration of the gameworld mediated by a simulationist understanding of the mechanics) is not at the heart, then I'm not roleplaying.

(I also get frustrated because I've never seen one of those who makes these implications explain to me how it is that HeroWars/Quest players are also not roleplaying - which is an obvious consequence of the "no-sim > no roleplyaing" inference.)
 

I also share the frustration you express in your second post. I get frustrated with the repeated implication that if exploration (and especially exploration of the gameworld mediated by a simulationist understanding of the mechanics) is not at the heart, then I'm not roleplaying.

It isn't that if you aren't exploring that you aren't roleplaying, but the popularity of a game known and for 30+ years mentioned about in its exploration area is where the exploration comes into play.

People looking for it that see no place to explore (no default setting) may not think very highly of that game. They are likely to view it as a tactical combat simulator.

Whether you agree with their views, if someone sees the game as such and was looking for an immersive exploratory game, then you must accept the reason they are not interested in it is due to the lack of exploration presented.

If you have limited time to game, and many are still showing several hour lonf combats with 4th, and all your time is spent in combat for a session; you will likely not like that game and it will not be popular with other players like you if you are looking for exploration.
 

I'm not sure why people continue to post these types of threads other than a sick fascination with watching the edition wars start all over again. People just start to flame on the editions, which leads to people flaming on each other, which leads to the threads being closed.

I personally like all editions of D&D, they are all fun to me and each has it's own flavor. Role playing is role playing to me and the edition is just about different mechanics. I won't say anything disparaging about anyone here nor will I say anything disparaging about various editions.
I absolutely do not get how the OP's discussion of the shortcomings of WotC's notion of campaign support is makes him/her one of the "people who continue to post these types of threads" about edition wars, unless you were addressing Moleculo's remark about how 4E don't smell like DnD.

And even then, the OP's post provided solid well thought-out theories and constructive ideas, so I hardly think the thread he started was fanning new flames into an Edition War.

Back on topic, I think it's important to emphasize that when the OP says, "why 4e is not as popular as it could have been," he may not necessarily mean "why 4e is not popular" or "why 4e is less popular than previous editions," but rather strongly making the case for how campaign settings support has helped shore up the sales of previous editions.

In which case, I totally agree.

I'm a newbie GM and I found that as someone who had no hands-on experience with DnD itself prior to 4th Edition, the setting books were really sparse. I think that there's certainly merit from the direction that the Heinsoo/Collins team wanted -- less book dictated fluff, more GM fiat -- but between players who know the setting and GMs looking for more guidance, it's not necessarily the only approach they should have taken.

One could even say that the reason why 3E Eberron acquired setting popularity comparable to (if not equal to) the Realms is that they put out a hideous amount of splat books, ensuring that it was fleshed out enough for GMs to not just be attracted it as "The New Shiny." It guaranteed that older setting-omniscient GMs had something to draw from when their players asked for Eberron.

But that's not the main point I'd like to make in this post.

Rather, I'd like to point out that it's all well and good when Internet GM advice sites and forums say, "Forgotten Realms should always be YOUR Forgotten Realms" or "Don't pay attention to what novels made canon," or even "Who cares if the Ford Klingons were contradicted by Trek canon, use em if you like em," but it's another thing entirely when you've got people opposite the GM screen expecting your version of a setting to conform to their idea of the setting.

Granted, I'm not suggesting that GMs be complete pushovers about their control and authority over the game world they're running. What I'm saying is that the lack of setting support means that there's no well-established hook to put 4E on, unlike say, Shadowrun (a setting/system I love) or nWOD (a setting/system I loathe) which possess well-developed worlds create the logic you can hang their rules upon but don't preclude a GM's ability to make the game their own.
 

But it seems that they didn't - or, if they did, then maybe they need to find some new market researchers!

Based upon the WOTC surveys and Market research at Gen Con So Cal, I have long thought they do need new market researchers. After having done market research interviews (non for WOTC) and seen many good and bad surveys, I have become more convinced.

The WOTC surveys and market research I saw seemed to be.. telling us what a great job we are doing or how awesome this is. If you didn't like something, there was no opportunity to say what you don't like about it and why. They surveys rated among some of the worst I, personally, had to read and felt bad about trying to get people to participate in.

The only decent survey I saw for D&D was the pre-3e questionaire. I don't know if it was TSR or WOTC that conducted it.
 

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