RM is a simulationist ruleset. I ran it as a vanilla-narrativist game. Its PC-build rules actually support this very well. Some parts of its action-resolution mechanics can be drifted in that direction, but others aren't so good for it. (As I've often posted, this is a big difference between RM and RQ - I don't think that RQ can be drifted to narrativism very easily.)I thought you played 4e in a non-sim manner... but you just cited RM as a simulationist game. So were you running 4e in a sim-manner or not?
Hence my preference for 4e.
But if someone used Moldvay Basic to play Gygaxian D&D noone would accuse him/her of drifting, yet the idea of Gygaxianism really isn't present in Moldvay Basic - it's advice and tone are much closer to heroic fantasy, despite its mechanics.is it any wonder people get this idea that you are doing some sort of "weird Forge drifting" of 4e when you're citing information and guidance that isn't actually in the corebooks?
4e is part of a TSR/WotC tradition, in my view.
I think this is exactly right.What is it that 4e does that other games don't? Well, I think it offers a promise to the player - "You can be the Protagonist. You can be the Hero" - and this is a promise that other editions of D&D have made, but are not actually set up to fulfil.
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Unlike all other D&D editions, unlike all the traditional Gamist (T&T) & Simulationist (Runequest) RPGs, unlike even '90s Storyteller type stuff (Exalted), the 4e ruleset is actually set up to support follow-through on that promise.
I've posted - maybe a year or so ago - that the Foreword to Molvay Basic (about killing the dragon tyrant with the magic sword handed over by the mysterious cleric) made a promise that Basic itself didn't deliver on, but 4e does. And that's why I like 4e.
And your post really captures that point.
(As does the story I've seen you post before, about your first play experience with the action-pointing fighter.)