I started playing D&D in the early 1980s with Moldvay Basic, Cook Expert and then Gygax's AD&D. I've never played "Gygaxian" D&D. Influenced by the admonishments in the rulebooks, and in Lewis Pulsipher articles in White Dwarf, I tried to, but had no real interest in or talent for running it and my players had no real interest in playing it.4e is a thoughtful detailed, balanced system, unfortunately, it's not really DnD - not to those of us that have bled their way through all of the versions since even before there was any official system. It's too far away from, and turns it's back on the Gygaxian way of play - where the game is a mystery to the players. That's DnD.
For the sort of play that I enjoy, 4e is a better system than AD&D. It's very obviously not aimed at Gygaxian play. But to infer from that that it's not D&D seems to give greater weight to Gyax's design intent, or preferred approach to play, rather than to the full range of stuff that people were actually trying to do with classic D&D back in those days. Reading Forum in Dragon Magazine from that time, and looking at the articles, I think there was a range of different approaches being taken - and if I had to characterise what I believe to have been the dominant trend, I would say it was a drift from Gygaxian play to setting-heavy, system-focused simulationism. I'm reluctant to say, though, that it therefore wasn't D&D.
Well, a GM who (i) establishes potential conflict based on signals (more or less explicit) sent by the players, and who (ii) frames those scenes in such a way that the PC in question is able to ride back to town on a pony, isn't doing a very good job of GMing in the "modern" fashion.If I know there are trolls in the next room, and I know the trolls will do nothing until I open the door, no matter what, then I have time to ride my pony back to town
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everyone having a kumbuyah session and mutually running the game is all well and good, but it ain't DnD.
Nothing in the 4e DMG suggests that the game should be run like that. (Admittedly, it doesn't say a lot about scene-framing in general.)
Also, the idea that a GM will establish potential conflict based on signals (more or less explicity) sent by the players isn't that new. "What is Dungeons and Dragons" was published by Puffin (Penguin) Books in 1984. From memory, each of its 3 example PCs has conflict built into his or her backstory (the fighter is from a family kicked off their farm; the wizard has a rival college of magic; and the halfing I think has some sort of tale of down-and-out urban squalor). And the sample adventure for these 1st level PCs incorporates elements of the rival college of magic. It's not quite Burning Wheel, but it's not random generation, or pure sandboxing, either. Character-driven play, with GMs creating situations focused particularly on those PCs' conficts, has been around for a while now.
I don't agree that 4e's rules are more prescriptive. They just prescribe different things. (Moldvay Basic had a whole checklist to go through for scenario design. And both Basic and AD&D had discussions of dugneon design, treasure placement etc which (i) seem fairly presriptive to me, in the sense that they tell me what the designer thinks a good dungeon will involve, and (ii) seem somewhat prescriptively to presuppose that "the dungeon" will figure prominently as a focus of play.I'd say a game session can probably be boiled down to "scenes" not "encounters". A subtle distinction, but an important one.
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"encounter" implies that there is a concrete goal to each scene., either winning a battle or accomplishing something with skilll checks or the like. My experience is that the things I would describe as encounters-even loosely-take up only a minority of session time.
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What has changed is the proscriptive aspect of the rules. Before, you might have some encounters, 4e is built around them.
I do agree that 4e focuses on different things. I think you're right that an encounter is a scene in which there is a goal and one or more obstacles - and hence conflict (or "a challenge", to use 4e jargon). The PHB and DMG make it clear that exploration - "scenes without challenges" - is important but subordinate, a bridge between challenges. And there is a clear suggestion in the DMG that exploration for its own sake be downplayed, as potentially boring.
I'm still not seeing where preplay vs. play is a point of difference. I'd agree that 4e focuses on a "different sort of play", but I'd also say that improvisational storytelling (i.e. playing on the day) isn't it.
I can only speak to my own experience, and do my best to make sense of the experiences of others. What broghammerj says here seems to me consistent with what I was saying. I would want to add - until you've played that PC, not only will you not know his/her noncombat stuff, but you won't know the combat stuff either. (The retraining rules in 4e are in my view essential, given that - except for very simple builds like ranger archers - it is hard to know how something will play out until you build it and try it.)With 3E I could dream up a character idea and pour through the rule book to find find a class, feats, weapons, magic items, etc to create him.
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When I tried to do the same with 4E I found that I had a collection of combat powers. The rest of the stuff could be hand waved or "role played" without any supporting rules. The non-combat portion of the game seemed less important.
I think that in 4e, both combat and skill challenges (the two core action resolution engines) support "playing on the day" - learning new stuff about the gameworld, the PCs, the NPCs, in the course of play. They're fairly obviously modelled on/inspired by other game systems with that explicit goal (for skill challenges this is transparent!). The 4e designers are on record as having regard to the indie design scene (here is Heinsoo; here is Mearls). I think they set out to turn D&D into a "modern" game, and did a fairly good job of it.
I don't agree with the "do what you want", but I do agree with the "tookit" vs "proscriptive". I see a resemblance to the Burning Wheel rulebooks, which are full of advice to stick with what the designers have included, because it is in there to make the game a better game.the rules of earlier additions have much more of a "toolkit" feel that let you do what you want, while the 4e mentality is much more (again) proscriptive.
I think this is reflective of different play focuses in the mechanics. When the mechanics are conceived of as primarily serving a simulationist purpose, then the "tool kit" approach makes sense. If you want to simulate something different, or differently, you tweak and twiddle. As a result of this sort of thing, Rolemaster has probably a dozen or more initiative systems in print, and HARP has 3 or 4 different combat systems.
When the mechanics are focused more on non-simulationist metagame goals - of distributing narrative authority in certain ways, for example, or mediating between creation and exploration in certain ways (and I think these two goals are related) - then to me at least it makes more sense for the designers to say "Hey, we've got these procedures here which, if you follow them, will give you the experience we're offering. Don't follow them, and we offer no guarantees." With these sorts of mechanics, the promise is "If you follow them, you'll get the experience you want from this game." Whereas the classic simulationist mechanics are more along the lines of "Here's a suggestion as to how you might model this - if you want a different model, tweak away to your heart's content". Different goals, different guidelines. To me, this is indicative of the different approach of the 4e rules.
My impression is that Paizo, and PF, were built on adventures. Indeed, that Paizo's reason for going ahead with PF was to keep in print a set of rules that people could use to play their adventures.I'd agree that's true of adventures, and that 3e/PF focus more on adventures. Most people don't use them; but they're good for people who don't have time to prep.
I said that PF, the game - which includes both rules and adventure paths - seems to be focused on adventures. Certainly, fans of Paizo seem to mention their adventuers frequently as a strong point. Whereas, at least on these forums, I rarely see fans of 4e mentioning WotC's adventures as a strong point of the game.In the first statement you seem to state that Pathfinder (the rules) focuses on adventures and further define adventure as... play where the invention and meaning have already been determined prior to actual in-game play by whoever authored the adventure...
Now for discussions sake lets ignore the fact that the statement above implies that any game having pre-made adventures (including 4e) should have this as it's default playstyle, which I think is erroneous in the extreme...
Next you seem to state that 4e is designed to focus on a different sort of play (without defining said type of play) then disregard the 4e adventures as doing a poor job of showcasing whatever this type of play is...
As for the style of play that 4e supports, I believed that I've discussed it often enough, in threads in which you have participated, that I would have thought it might be well enough known by now, at least by anyone to whom it matters. (Posts #262 and #278 in the is-D&D-about-combat thread give a reasonable account of it.)
What's the double standard? I don't particularly care for 3E, and therefore assume that I wouldn't particularly care for PF either. You, as far as I can tell from your posting history, don't particularly care for 4e. I'm trying to diagnose a difference between them, to do with their different orientations towards exploration and creation. You yourself, in the thread about kobolds and their "shifty" power, seemed to accept that there was such a difference, given that, in that thread, you complained that 4e generates too high a burden of creation for GMs and players.So for PF, the adventures define, or at the least are representative of the type of play the rules create. Yet in 4e you claim adventures are actually a poor example of what type of play 4e was designed to facilitate. This seems like a double standard to me
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Now whether you personally play in the games expected playstyle is a whole different argument of course.
What do you think is the difference between 3E and 4e?
Actually, nearly everyone who comments on WotC's 4e modules complains that they don't reflect the encounter design guidelines in the DMG and DMG2.Maybe 4e's adventures are very much indicative of the type of play the designers expected for 4e and designed its rules to accomodate. (I mean very few if any people actually complain that the rules as used in most of the 4e modules are prone to errors or misused, so I don't think the modules do a bad job of actually showcasing the rules).
Given that no one seems to like 4e adventures, and that WotC themselves have indicated (at GenCon) that they're planning on revising their approach to adventure writing, I think that the inference to incompetence may well be warranted.the above is a more realistic conclusion then believing that the same people who designed the game rules are incompetent in using said rules to create adventures in the game's expected playstyle.
But in any event, 4e fairly obviously doesn't support traditional module design. Just one example - traditional module design depends upon the backstory being a secret within the purview of the GM. For 4e, on the other hand - at least as far as the default setting is concerned - a big chunk of the backstory is set out in the PHB, for the players to take into account when building their PCs. What does this 4e approach remind me of? It reminds me of the advice on "big picture", setting design, character building etc in the Burning Wheel Adventure Builder - which is non-traditional advice.
Coincidence? Projection? Or the result of the 4e team doing what they said at the time they were doing, and taking seriously the lessons of indie RPG design? Different people obviously have different views on this - but given that everyone hates the WotC modules, but some people at least like their ruleset, I prefer to impute competence to mechanical design and incompetence to adventure design.
See references above - particularly the Heinsoo one.I've never heard anyone, in particular anyone from WotC, promote the game in ways that are consistent with Pemerton's descriptions.
And are you really saying that you see no resemblance between skill challenges and the action resolution mechanics in games like HeroQuest and Maelstrom Storytelling? Do you really not see a significant difference in the way that 4e treats campaign backstory, distributing it so liberally through the PC-build rules?
You don't need a gametheory post-doc to run a character and situation-based game. I did it as a teenager using 1st ed AD&D rules (bizarrely enough drawing inspiration from Oriental Adventures - although the focus of that book is highly simulationist, this actually produces quite rich PCs and situations, and in play we drifted the Honour mechanics from what I think was envisaged in the design).Maybe I don't care for 4E because my DM skills are not as elite as Pemerton's and I don't get the whole new tier of game. (I don't *think* that is the issue, but I'm seriously offering that it may well be.) But 4E is supposed to be good for brand new GMs, not game design theory post-docs.
The idea that simulationist play, or Gygaxian (=exploration-heavy) gamism, is somehow the easy or default approach, is something I strongly disagree with.
If you were going to make a 5e, you'd have to choose whether the rules used these concepts or not, and you'd likely be choosing between pleasing one group of players or another.
Well, quite. I think we're in agreement here.our respective viewpoints don't exactly suggest (as was the thread topic) that the same edition is ever likely to make both of is happy.