Thanks. Just reasoning from "what does 3.5 deliver" to "who might like that and why."This is an intriguing theory.
I can't really buy that in regards to the 3e/4e split nor do I see much potential for 5e to use those ideas. Meta-gaming is a consequence of mechanical imbalances as well as gamist abstraction. While 3e might have been a bit less abstract in it's simulation-like style, it's severe imbalances made the meta-game critical and in-your-face if you had any level of system mastery. Ignorance of the system could leave you out of the meta-game, though you'd still quickly become aware of who was 'winning' it.I think there is another dynamic going on related to these issues of transparency and "dumbing down", which Ron Edwards gets at in this passage
transparent action resolution rules like 4e's power system, violate the simulationist canon that the metagame must be invisible when not completely absent. And I think this is what a lot of the hostility to 4e and its transparency is motivated by.
This is something I've always noticed across different games, yes. Storyteller books are good cover-to-cover reads, they parcel out rules and setting information in an engaging mix over the various chapters. They're nearly worthless when looking for an answer to a specific question, but they're enjoyable reads. D&D books tended to have a lot of needful information that's not too hard to locate, bounded by blocks of Gygaxian philosophical digressions, or occassionally hidden in mixed rules/flavor text that can be difficult to interpret. 4e books are further in that direction, with almost technical-manual-like organization that makes it easy to find and use only the information you actually need, and 'fluff' segregated from mechanics.You also see it in descriptions of the rules as "textbooks" or as not being "good reads" - which seem to imply that a manual for playing a game should itself produce an aesthetic experience comparable to playing the game.
Well, most spells in AD&D are just "minor" variations on the same thing - spend some time, expend some components of varying value, and produce some sort of effect (which may or may not include damage). Some people still think the difference between "Confusion" and "Fireball" and "Mass Hold" is important.One of the claims for 4e superiority is "Look at all these different things I can do rather than swing/hit or swing/miss." If they're all just minor variations on the same thing, then that emperor is pretty much wearing no clothes.
The question is, what sort of inspiration? The 4e books inspire me to run a game using the mechanical and story elements they produce. This doesn't depend on them producing the same experience that running a game would produce.As role-playing games take place primarily in the imagination, the writing of the books should inspire the imagination.
The question is, what sort of inspiration? The 4e books inspire me to run a game using the mechanical and story elements they produce. This doesn't depend on them producing the same experience that running a game would produce.
I would go further and say that they can't, given that the experience is the product of multiple participants engaging the game mechanics to produce unexpected outcomes.
I agree with this - and, unlike you, I'm probably one of those people! But when I'm reading my books for systems I don't play - recently, for example, I read the book for C&S 3rd ed which I picked up second hand 5 or 10 years ago - I don't read them like fiction. I read them as manuals. The pleasure, for me, comes from thinking about the system, and how it fits together (or doesn't, in the case of C&S - very clunky!), and the sort of play it might and might not support.I believe there is a significant segment of the gamer population that reads RPG books for enjoyment even if those books will never see the light of day during their game.
I agree with this - and, unlike you, I'm probably one of those people! But when I'm reading my books for systems I don't play - recently, for example, I read the book for C&S 3rd ed which I picked up second hand 5 or 10 years ago - I don't read them like fiction. I read them as manuals. The pleasure, for me, comes from thinking about the system, and how it fits together (or doesn't, in the case of C&S - very clunky!), and the sort of play it might and might not support.
(I also see this sort of reading as making a contribution, however minor, to my understanding and GMing of the system I am running.)
The sort of gaming book I least enjoy reading is setting material. If I want to read history and geography, I'll either read about the real world, or read well-written fantasy fiction. When I do read a setting book or module, it's as something to be played (either in full, or more likely something that I'll borrow from), not as an entertainment in its own right.
I agree. And I'll add that there's a probably-non-trivial segment of those who buy the books for a game they will never play, at all - perhaps precisely because they never get to play it. If you get to play a game, you're playing the game. Adding new rules in the middle of a campaign is a pain. OTOH, if you never get the chance to play a game you really like, reading each new book that comes out for it is the next best thing.I believe there is a significant segment of the gamer population that reads RPG books for enjoyment even if those books will never see the light of day during their game.
The sort of gaming book I least enjoy reading is setting material. If I want to read history and geography, I'll either read about the real world, or read well-written fantasy fiction. When I do read a setting book or module, it's as something to be played (either in full, or more likely something that I'll borrow from), not as an entertainment in its own right.