AbdulAlhazred
Legend
No disrespect intended to wrecan, but I read his improv guide and it's seven steps. I can't see that being used in a game very often, and a game where even just using your stock power loadout is often compared to bullet time in The Matrix (i.e. way too slow to allow any of the other pillars of gameplay any air to breathe in). Thing is, I don't want to look at powers and decide what to do in this room or that situation. If I'm playing a big strong fighter, or a swashbuckling rogue, or a shape-changing druid, I can think of all manners of things to do on the spot without the need (or desire) to simply put my card down and say "this is what happens now, will ye nil ye" to the DM. It removed the DM from the equation from adjudicating often simple things that shouldn't be tough calls. If you're in a room full of barrells propped up with a perch, chased by orcs, I run by and say by the way, I kick the prop down as I run by them to cause them to roll. Why do I need an "encounter" power to do that? The DM quite often, for trivial or clever or cinematic things, would just say "ok, yeah you knock that fruit cart over, causing a raucus, it gains you and your friends a 1 round head start to get away".
Really do not like "auto-happen" cards that replace creativity and make all the fruitcarts or barrels that the DM either describes are in your surrounds, or aren't. I just can't see that "power of skill" working without props in the scene to use - PCs will probably not be carrying a load of garbage around just to make a tiny area of debris -- and what if you're in an empty room? Shouldn't work. Just...no. And you take this "Power of Skill" instead of some other, much better feat or power at that level. What I'm saying is, for the love of improv I think relying on cue cards that automatically work is a way to ignore what the DM describes in the scene and having to think on your feet to actually make it happen. I think it cheapens the job of the DM, gives players no incentive to actually listen to the DM (I've seen this in every edition, but much more so in 4e, since improv is so suboptimal a strategy / lackluster next to just killing stuff).
"Plot coupons", no offense, sounds like a terrific way of describing a gameplay mechanic that I wish had never been made a part of D&D. What power of skill does is reduce the actual room or alley or environment your PC is in to a set of squares, and everything within them, other than "difficult terrain" or monsters are fluff.
The best set of rules to improvise are those that get the heck out of the way of your creativity, and require you to FOCUS on what the DM is saying, and what he / she is describing to you. The rules I'm describing are, of course, ability checks or skill checks, or proficiencies, and should be only used appropriately, and with DM fiat. Players being able to dictate the narrative with "this happens" is just not true to the spirit of the game. At least not in any that I want to play in. DMs I've played with love when you do creative and interesting things, just could never get their heads around the 4e way of doing it. Wrecan's positive contributions to the 4e forums over at Wotc headquarters might be held in high regard by many, but the improv guide I read of his is just so impractical, and is in such a 4e-esque frame of mind (hey, this simple encounter is already taking three hours, what's another twenty minutes to adjudicate how we're going to knock over this bolder from the roof). Sigh....at a certain point we just wanted battles to be over because they long ceased to be exciting any more.
I work 60 hours a week, and just don't have time to play a game where every skirmish turns into an hour long affair. You get nothing done. One of my first posts here mentioned how when I joined some pathfinder groups it was such a breath of fresh air. To me, that was playing D&D again. Sure it's not perfect, and it is very rules heavy too, but once you have your character made you can do a zillion things per session, and you had bloody well pay attention to what the DM is telling you if you don't want your PC to wind up in an early grave.
All I can say is that IME games in which the players participate in at least some ways in defining the world are far deeper and richer games than ones where they just sit and listen to the DM tell them how it all is and do nothing but react to that. The "create a bit of difficult terrain" power is minor but it is a perfectly good illustration. For one thing it removes a great burden from the DM. When my character suddenly runs down some ally in the town should we have to rely on the DM to create a cool scene filled with chickens, laundry, a fruit stand, a low shed roof that a character could scramble up onto, and 5 other things that suddenly became relevant in this otherwise unremarkable ally? I don't think so. What's wrong with 6 heads working on that instead of just one? The guy with this power can say "Hey, there are 5 cages full of chickens stacked on a handcart by a door, I tip them over". You've instantly gained a little depth and detail that you lacked before. This doesn't derail things like exploration, each character can do it now and then at the cost of a power use or whatever.
I'm not sure which of Wreccan's things people were looking at, but IME at least MOST of the time things aren't so formal. However, Terrain Powers (which are actually in DMG2, though Wreccan wrote about them) CAN be quite handy. If I have a large setpiece that I've developed then it makes quite good sense to just anticipate the PCs and set up some TPs ahead of time. They are just basically 'solidified page 42'. This is an illustration of a major theme of 4e, to move work into the setup phase of the game in order to make table time quicker and easier. It also allowed for a way to create libraries of TPs that can be reused. I think its reasonable to consider which things you really need though. Not every little piece of terrain needs a power and not every improvisation PCs perform needs to be elaborately thought out and balanced against other powers. Most of the time its sort of a one-shot thing and basically just a skill use and big deal. Some DMs will lean more heavily on skills than others too. I've seen some that use them constantly for a lot of things, and others that pretty much play a style where the PCs mostly just use powers. 4e is like any other D&D, there's a lot of ways to play it and none of them is wrong.
Anyway, I dunno. I don't get this 'bullet time' thing. I ran a game last night. It went about 3 hours. The entire action took place in a single (rather large) room. There was exploration, lots of skill use, a bunch of RP, and a sort of running fight that went on for a good part of the evening. I guess you could have called it a "3 hour fight", but a really wide variety of different things happened. In game time it was probably only a few minutes, possibly with a few breaks for negotiation, but it sure wasn't boring. The players were doing what they wanted to do, the plot was moving rapidly forward, new toys showed up, amusing annecdotes were manufactured to be repeated in future sessions, etc. I could have spread things out over more space, and more time, but it didn't really matter. Just because 4e might have you living in the world time of a single 'encounter' for a good while isn't especially bad. I find it is just better to go with the flow of a game, do things how it wants, and then pump it up to 11 and see what happens. 4e works well that way. Personally I found it hard to pump AD&D up that way, and I haven't seen it really happen in DDN so far.