D&D 5E cancelled 5e announcement at Gencon??? Anyone know anything about this?

It was out of line, and it's not apropriate. It's not actually reasonable to say that 'these guys joking about bytopia can only be described using foul language'.

In any argument or conflict, it's easy to blame both sides, or to claim that both sides act equally poorly, or that everyone in a debate acts with equal merit. But frankly, that's just a way to avoid accountability for the people who actually do act poorly, and often a way to ignore the root causes of a conflict or negative outcome.

No, they have the reality of having kept it going for years because they clearly are and do. The sales numbers, the rumors, in fact any excuse people can find, will lead here. And it's not leading here because we fight back, it's leading here because of the same old agressors, looking for excuses, and being tolerated, in fact, encouraged in their behavior.

You don't see threads with fans of 4e bitching about Paizo or making bizzare personal statements about their employees or customers. There was no rumor this year about how WOTC was going to got o gencon and release "4.0.2.0: 'death to essentials fighters' edition". Nor was there a post-convention rumor about the rumor being true even through it was proven false and was never anything but laughable to begin with.

If Paizo faces a reversal in sales numbers later on, I doubt that anyone will mention it, least of all fans of 4e, regardless of how much 4e might gain from such numbers. And if sales did change, and 4e fans did take to crowing about sales numbers the way paizo fans do? The retaliation from the usual suspects would put a fuel-air bomb to shame.

I mean can any of you imagine what would happen if Mike Mearls came out and talked proudly about 4e gaining market share, the way Lisa Stevens has?

This vendetta is one way, and the same side is always the one keeping it going. Alll the other side does is occasionally mount a spirited defence, or just watch from a distance and laugh.

Clearly you are not biased in any way. Your opinion is incorrect. Both sides are equally responsible. You are entitled to your own OPINION not your own Facts.

You are sensitive to your side only.

See grognards get: Paizo should have never made YOUR game! It happens on both sides. I just have a thick enough skin to not care what others think about my game.

Mike Mearls has Lisa Stevens beat on bragging about sales 10 fold. It is laughable you brought that up.
 
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This is a question relayed in all honesty...

How is the atmosphere of a 4e player "poisoned"?

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The ONLY hostility I ever encounter in reagards to 4e is ONLINE.
It doesn't affect my gaming group. We meet at one another's houses, and play a fun game.

It does affect my enjoyment of ENworld. I like to come here and discuss - both in General and in 4e - issues in game design, in play and GMing techniques, actual play examples, etc. And at least in General, it sometimes seems hard to do so without getting gratuitous blindsides from those who hate 4e.

There are games I'm not that enthusiastic about, either, but unless the context is one which invites me to say so, I tend to keep it to myself.
 

I mean can any of you imagine what would happen if Mike Mearls came out and talked proudly about 4e gaining market share, the way Lisa Stevens has?

Oooohhh, I don't know... say if Mike Mearls decided to brag about how the first print run of a game sold out faster (to distributors) than a previous edition did. Do you mean bragging about something like that?
 

It doesn't affect my gaming group. We meet at one another's houses, and play a fun game.

It does affect my enjoyment of ENworld. I like to come here and discuss - both in General and in 4e - issues in game design, in play and GMing techniques, actual play examples, etc. And at least in General, it sometimes seems hard to do so without getting gratuitous blindsides from those who hate 4e.

There are games I'm not that enthusiastic about, either, but unless the context is one which invites me to say so, I tend to keep it to myself.

In threads like this those discussions will occur. It is a metathread about the gaming industry.

This is how it works though:

If there is a thread about how great Pathfinder is doing the first blow is struck by an 4eavenger. If there is a thread about how great 4e is, the first blow is struck by a 'grognard'. Neither is right, but the angst comes from both sides.

From what I have seen of enworld, if there is a thread about GMING TECHNIQUES, those attacks are rarely tolerated by the community and get quashed.
 

I simply do not understand the statement that 4E's cosmology is superior based upon the reasons given. While I myself do feel there are styles of play that the mechanical structure of 4E and the ideals upon which the 4E is built built clash with, I have no reason to believe the new cosmology is more poorly suited to exploration than 3rd Edition's Great Wheel.
Thanks for clarifying. My answer - 4e's mythology is built in broad brushtrokes and is transparent to the players (for example, significant chunks of it are set out in the PHB, in the discussions of gods, races and classes, and more big chunks are found in the sidebars in the Powers books - and the Monster Manual is full of more bits of it that players can learn by making skill checks). It has few nooks and crannies, few secrets (an attempt was made to keep Tharizdun secret from players, but that seems to have been abandoned).

It's also transparent to the GM - the MM entries are full of information linking various potential antagonists back to that same core mythology.

So suppose the part of the mythology you're interested in is Orcus vs the Raven Queen. There's no great backstory to discover here - the reasons for their hostility are front and centre! What that mythology does is not to support exploration of secret histories and the like, but to support conflicts to be set up and resolved in the course of play: "OK - as he is walking down the corridor, your paladin of the Raven Queen sees a statue of Orcus. You can sense it is imbued with necrotic power. What do you do?" The emphasis is not on mysteries to be uncovered, but rather situations to be resolved.

The treatment of journeying into deep myth in The Plane Above is similar: mythology is not something to be discovered, but an impetus to and even a site of adventure (ie the very thing that Shemska was critical of upthread!).

Even if you don't agree, or don't agree entirely, or think it's much more a matter of degree than I'm suggesting in my rather absolute characterisation, I hope the above at least makes clear what it is that I am asserting.

I like the 4e cosmology a lot but I'm really not getting your point.

Can you give an example of what you are talking about?

Is it that in 4e tiefling and warlock are core and so can have devil theme player options jumping out at you instead of simply being options from supplements like the MM/Races of Faerun/Complete Arcane? That devil themes are superior to druid ones to have in the core so 4e is superior to 3e?

I can think of many examples where 3e/d20 player options are diverse and customizable so player choices can fit well with PC chosen cosmology based thematics (a half-orc ranger chooses favored enemy elf to reflect Gruumsh-Correlon hatred for example).
Hopefully my reply to Johnny 3D3D helps a bit. I think there are at least two contrasts with 3E. First, the mythology in 3E is not as transparent to the player. Second, the monsters given to the GM to work with are not as embedded in that mythology in their core descriptions.

And once the GM turns to books like The Manual of the Planes to try and flesh things out, the focus (in my view) is more on nooks and crannies, and on scope and wonder, than it is on pressing situations of thematic conflict with which the PCs are expected to engage.

4e, for example, expects that the culmination of that elf ranger's career might be journeying back into deep myth to intervene in some fashion in the Gruumsh-Corellon fight - whether to finish the job, or perhaps to save Gruumsh's eye and therefore avert some present-day crisis. I don't feel that 3E has the same expectation.

I find it strange when you state an absolute like this. IMO, you are just more familiar, and enjoy, the tropes in 4e (based more on classical myths) than you are with the tropes that comprise Planescape (based more on Sword and Sorcery and pulp/weird fiction). Now if you want to see the types of tropes Planescape allows one to explore please read some Michael Moorcock, Fritz Lieber, even some Lovecraft and China Mieville.
In my view it's not about enjoying the tropes (or not only). It's about the way the story elements are set up as components of play - are they primarily in the hands of the GM, to be discovered by the players? or are they transparent to both players and GM, to be used as the basis for establihsing and resolving conflicts in the course of play?

The fact that the 4e tropes are so familiar is mainly a means to an end - it facilitates them being transparent to the players.

I find nothing in Planescape, or it's cosmology, that hinders playing a game in which player convictions and thematic concerns are the main drivers. Just by choosing or not choosing a faction PC's make thematic choices and place their convictions... In fact it's factions, and especially it's uncertain view of the truth of the multiverse, alignment, denizens, makeup and limits... seems to foster exactly the type of play you are speaking of.
Whereas I don't feel this at all. The Planewalker's Handbook, for example, is full of all this "secret lore" that it is expected players might have to work at, in game, to get access to. The very notion that "belief shapes the planes" seems to me to entail a type of relativism - "all beliefs have the same metaphysical weight" - which means that a player whose aim in play is to vindicate his/her concerns is already putting him- or herself at odds with the metaphysics.

I'm curious have you ever played a Planescape game? What exactly, and I'm talking about specifics now, created a barrier to player convictions and thematic concerns driving the game forward.
I own a range of Planescape products - from memory, Dead Gods, Tales of the Infinite Staircase, the Guide to the Ethereal Plane, and the Planewalker's Handbook. I also have Return to the Demonweb Pits, which as an adventure seems to me to be pretty much in the same vein as Dead Gods.

I've used bits and pieces of the Guide to the Ethereal (which, at least as I recall it, is more of a gloss on the 1st ed Manual of the Planes than anything radically new) in a Rolemater game that featured a heavy degree of ethereal travel. I've used one encounter from the Tales - there's a demon in a funny demiplanar castle with a crazy fighter and wizard NPC on the loose - although embedded in a very different story context.

I couldn't conceive of running Dead Gods, Demonweb or Tales as written, although Tales is better than the other two. The latter two, in particular, utterly presuppose the thematic and story interests of the players, and do not provide scope for the players to drive the story forward by expression of their convictions. For exmample, in Demonweb there is a sequence that will work only if the PCs cooperate with a servant of Orcus. Which is fine if what you want in your game is to explore "What's it feel like to do a deal with a demon?", but is potentially disastrous if your game is driven by player convictions - because what if one of the players' convictions is "Never do a deal with a demon!"?

Demonweb also has the old trope of "my employer is my enemy", which is also fine in exploratory play, but potentially explosive in a thematic-driven game - because unless the GM handles it very carefully, s/he is in effect robbing the players of their input, by making everything they thought had value turn out to be valueless.

In addition to my impressions from the Planescape books, which shape my reluctance to use them as written, and my impressions from the 1st ed and 3rd ed Manuals of the Planes, which emphasise - esp in 3rd ed, post-Planescape - nooks-and-crannies exploration rather than the players taking ownership of the cosmology in order to make their own points using it, there are my impressions from posters on these and other boards.

For example, one of the first things one typically sees said in an "introduction to Planescape" thread is that the players have to get used to walking into a bar in Sigil, seeing a devil (perhaps talking to an angel) and not killing it. This fits fine with the "metaphysical equivalence of value" vibe that I already commented on as a basic part of the setting. But it is completely at odds with thematically-driven play, in which the whole point is that the players are committed to denying the metaphysical equivalence of value.

I'm sure Planescape could be drifted from its published simulationist orientation in a more narrativist direction, but I think work would be required. Because the "metaphysical equivalence of value" would have to be dropped. So it would have to be open to the players to try and drive the fiends from Sigil (for example), or to overthrow the Lady of Pain, or to bring the Blood War to some sort of conclusion. And in order to make these sorts of player choices meaningful - to avoid robbing them of value in the way I mentioned upthread (discussing betrayal by one's patron) - you'd probably have to get rid of a lot of the metaplot about Yugoloths and the like. Or else make all that transparent, so that the players can know where there are meaningful choices to be made.

It would be interesting to hear from any narrativist Planescape people how they actually did it!
 

To add to the above excellent post, I'd like to mention the shift from 9 alignments each with its own equal portion of cosmic validity to 4E's "points of light" cosmology which pits civilization against "the darkness", with "the darkness" being the antithesis of creation as opposed to an equal partner in it.
 

I don't think Pathfinder has stolen sales from 4E. Most of the people who are buying Pathfinder are people who already rejected 4E or never would have been interested. I don't see Pathfinder doing 4E a disservice, I see Pathfinder doing 3E and all the good things WotC did with it a disservice. I'm not a believer in the OGL, and find it sad that WotC gave it away for free and now another company is cashing in on disgruntled fans of the previous edition.
Because D&D attracts an irrational degree of brand loyalty, I think it is plausible that PF has "stolen" sales from 4e - in that there are probably some people playing PF who, if it didn't exist, would have migrated to 4e not because it is a better game for their purposes but because they would stick with D&D, in whatever incarnation, rather than shift to a game that would be better for their purposes.

(I realise that the analysis in the previous paragraphs is treating PF as an edition of D&D. I take that to go without saying. Heck, it's the whole foundation of PF's marketing and raison d'etre. Also, I don't think the mechanism works the other way - I don't think there are many who transitioned from 3E to 4e out of brand loyalty even though 3E better suits their desired playstyle, precisely because PF has succeeded in capturing many RPGers brand loyalty to D&D.)

Another way in which PF may be "stealing" customers is if new recruits, who don't particularly care about system but who are interested in fantasy RPGing, get inducted into PF rather than 4e play. (Of course, 4e may equally be "stealing" customers from PF via the same means.)

Was the OGL a mistake? Personally, I feel that on balance the OGL was a commercial error on WotC's part. Indeed, some of the accounts of the origins of the OGL suggest that it was a deliberately non-commercial decision, designed to keep D&D "in the hands of the fans" in perpetuity (although Dancey clearly also thought that it was commercially sound).

But Paizo and PF isn't just about the OGL. The OGL is a necessary condition, but not sufficient. The other remarkable thing about Paizo and PF has been its ability to capture the goodwill that WotC enjoyed in respect of the D&D brand. There seem to be a number of factors here - Dragon and Dugneon, Paizo's hosting of the PDFs, Paizo's staff being drawn heavily (almost entirely?) from ex-WotC staff, etc. From Paizo's point of view, this is an extraordinary coup. From WotC's point of view it's a disaster, and I would have thought a significant failure of management.

It's easy for me to belief that the online debates have helped Paizo in this coup, but then given that my knowledge of the whole situation is entirely from those online debates, I may be giving them undue weight.

One thing that I do not understand is that the edition wars seem to have flared up again after Pathfinder matched or exceeded 4e sales.

For me Pathfinder doing well was something that helped cool my temper, but for others it seems to have added fuel to the fire.

Some 4e Avengers seem to feel that Pathfinder has stolen sales from 4e, rather than WotC gleefully disenfranchising a large portion of their player base, and being surprised when those disenfranchised went elsewhere. (Look around these very forums - some were quite vocal about calling Paizo Plagiarists, Marketers, etc..)
I don't know if I count as a 4e avenger (as opposed to a 4e liker) or not.

I've got no insight into the market share issue other than what I read online. I gather the figures that are mentioned don't include DDI. But I also gather that they don't include Paizo's subscribers, and I gather Paizo has a large subscriber base.

But anyway, given the apparent unpopularity of 4e among many posters, I've got no particular reason to be sceptical of the sales figures. They don't alter the fact that I personally have no interest in playing 3E/PF. I GMed a Rolemaster game through 10 years of stagnation and decline for ICE, and could equally happily GM 4e through a similar sort of period on the part of WotC (were it to occur).

What does cause me frustration is the apparent inability of some posters to explain why they don't enjoy 4e in terms other than the impossibility of playing it as a serious RPG. This inability can manifest itself crudely - "4e is a tactical skirmish game" - or subtlely - "4e is rules first rather than fiction first". But it is annoying. And a lot of it seems to be based on ignorance of the trends in RPG design that have fairly obviously shaped 4e's design (like Maelstrom Storytelling, HeroWars/Quest, Burning Wheel, etc). Whether or not one likes these games, they are pretty clearly RPGs. So is 4e.

And then you get stuff like "4e's rulebooks don't discuss roleplaying" even though there are multiple pages of such discussion in the opening sections of the PHB - far more than in Gygax's PHB - and the DMG puts forward as the preferred model of scenario design player-initiated quests. Or "fiction doesn't matter in 4e" despite the obvious indications to the contrary in the DMG's discussion of how powers affect objects.

It's very frustrating. Partly because it creates unhelpful noise and distractions in conversation. Partly because it is needlessly hostile. Partly because it gets in the way of serious discussions about genuine differences in playstyles, and the range of mechanical tools and GMing and playing techniquest that can be used to support them.

In threads like this those discussions will occur. It is a metathread about the gaming industry.

<snip>

If there is a thread about how great 4e is, the first blow is struck by a 'grognard'.

<snip>

From what I have seen of enworld, if there is a thread about GMING TECHNIQUES, those attacks are rarely tolerated by the community and get quashed.
I have a different impression from yours as to the degree and efficacy of quashing, but that may be my bias.

But like I said above, I would find the atmosphere less poisonous if there was less of "4e is a tactical skirmish game" or "4e doesn't support roleplaying" and more of "Here's what I want from a game, here's how I like to approach it, here are the tools that have and haven't worked for me, who's got any new ideas?" It's possible to talk about differences - and even differences about which one cares - without using pejorative language. Even if I prefer strawberry to chocolate, I might still be capable of talking about how to turn a tasty chocolate-based desert into a tasty strawberry-based desert without feeling the need to constantly describe the chocolate-based one as a "turd-based desert".
 

To add to the above excellent post, I'd like to mention the shift from 9 alignments each with its own equal portion of cosmic validity to 4E's "points of light" cosmology which pits civilization against "the darkness", with "the darkness" being the antithesis of creation as opposed to an equal partner in it.
Sorry I can't XP this terrific post!
 

It has been a very entertaining thread so far, but this is the topper! More! More!
I frequent an entire thread that uses stuff like this for entertainment, but also manages to not be out of touch with what really spurs these arguments, and recognises the damage it's done to the comunity.
 

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