TwoSix
Bad DM
Precisely. My attempts to amuse myself are not made in a public forum, as the authorities have made clear to me that such attempts are not acceptable.He was trying to amuse the rest of us rather than himself, I think....
Precisely. My attempts to amuse myself are not made in a public forum, as the authorities have made clear to me that such attempts are not acceptable.He was trying to amuse the rest of us rather than himself, I think....
For a 'gamist' experience of using your brain and imagination to use the rules systems to get cool results, however, you need to have a defined actual, well, game to play.
See, this is why i'm talking about folding and unfolding different kinds of 'Points' on that other thread, and the other issue relating to it.
The key would be to ensure that the various systems interact through a central point exchange system, and then the DM would decide which systems were used, and how points interacted and did not interact.
By doing this, and by also, for isntance, ensuring subsystems used similar mechanics and concepts, it would be viable to balance various systems for things like say, combat, grand ritual magic, and kingdom building.
So your kingdom might net you some resource points, which you could spend on up to half the cost of the grand ritual you're casting. The other half of the cost might come from drawing on your party's life force in the form of wound points(a healing surge like resource), and that will make fights harder for some time. OTOH, in another game you might just cast the ritual with a more general 'hero point' value, which would also play various other roles, while a third game might require a more detailed gathering of magical resources- but they'd still be defined as points, and plug into the system in the same way.
OTOH, if those systems interact in a messy, detail-oriented way, then the interactions just become massive and unmanageable. I can't imagine the meals additive approach being as simple to navigate as one where the various options and subsystems are more deliberatly 'baked in' and designed to interact only in clear, simple, and managable ways.
No, he didn't, but if it amuses you to think so, I won't be the one to hold you to task for it.
The issue I personally have with Mike's noodling, here, is that what he describes fits an Explorative/Simulationist game well, but fits with a Gamist game very poorly, done the way he describes it.
For an explorative game where 'discovering' the setting, the characters and the situation are the focus, more possibility, more options, more things to explore - without the real necessity of any real "balance" - is just what The Doctor ordered. For a 'gamist' experience of using your brain and imagination to use the rules systems to get cool results, however, you need to have a defined actual, well, game to play.
It's just possible that this will evolve into a set of "mini-games connected by a core system", as @howandwhy99 said above - but that doesn't seem to be what Mr. Mearls is talking about.
Oh man, did Mearls just attack players of 4e for the style of play they like?
I'm never buying 5th edition now!
I see this failing miserably. The horse has already left the barn, that ship has sailed, that noun has verbed. But what else can they do? Again, in a down economy, in a down hobby, even a couple of minor "cuts" can be deadly, and they have to try and apply as many bandages as possible.
Well I'm of the opinion that he is talking about 5e with these articles. When they were marketing 4e they sometimes did so by stating something along the lines of "3e was bad because....and here is how 4e fixed it" This style offended a lot of people (not me as I agreed with those that thought 3rd was a bad game). This seems to be a bit more "sneaky" calling an element of 4e "lame" without overtly stating that he is speaking about 4e.