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Would Paizo Make a Better Steward for Our Hobby?

S

Sunseeker

Guest
Umm, 4ed? Like it or hate it, it is an innovation. DDI? Again, first of its kind for the hobby. Next? Lots and lots of innovation there.

What more do you want?

Honestly if Paizo could produce a DDI-equivalent product, a searchable index of spells, feats, classes, a tool for finding and adjusting existing monsters and creating new ones, as well as a character-builder tool, I would likely play Pathfinder a great deal more than I currently do (at present, I'd say 1/4 of my games are Pathfinder, the rest are 4e), because plainly put, the biggest detriment to 3.X is system mastery. DDI overcomes that to a very large extent.
 

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Morrus

Well, that was fun
Staff member
As I've said elsewhere, I want the same experience I had as a 2e player looking at 3e for the first time. The sense of "why weren't things always this way?". The quantum leap forward of mechanics.

I think that may be a bit of an unrealistic hope. Not every new game can be a quantum leap forward; sometimes an appropriate evolution or altered take is a perfectly appropriate and desirable outcome. I also don't think RPG rules are like technology - it's not an open ended advancement of better and better rules. It's different rules and different directions, sure, and some find different things personally better or worse, but it's not like computer tech where someone invents a smaller chip or a faster processor every 18 months,

I think the "quantum leap" you're looking for might not take the form of rules; it might be a form factor. Maybe MMOs were a quantum leap (though not one that appeals to me particularly). Maybe the RPG was the quantum leap from wargames. And maybe open gaming was a quantum leap. A lot of these things aren't the rules, though; they're things surrounding the game.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I've been using PDAs and Tablets for gaming since @2002-2003, but just as a substitute form of ruled note paper. I don't have any dedicated gaming apps.

But I think those- along with the online character builder, srds and PDFs (back in the day, of course)- are true innovations. They really do streamline the PC creation process and increase the portability of games. That's a good thing, regardless of who did the actual programming.

Now, if only I could find gaming apps or spreadsheets for iOS I liked enough to buy...
 


Ahnehnois

First Post
I think that may be a bit of an unrealistic hope.
It may very well be. The good thing is that unlike my phone, my 3e books are not obsolete, despite being a decade or so old. I can hope for a leap forward, but I realize that's a high bar, and if it isn't met then there's no reason for me to switch to a whole new edition. I'll just keep doing what I'm doing.

I think the "quantum leap" you're looking for might not take the form of rules; it might be a form factor. Maybe MMOs were a quantum leap (though not one that appeals to me particularly). Maybe the RPG was the quantum leap from wargames. And maybe open gaming was a quantum leap. A lot of these things aren't the rules, though; they're things surrounding the game.
Maybe. I think the concept of roleplaying has a broad appeal that hasn't really been tapped yet. I think the next quantum leap will be something that takes all the people who are fans of genre fiction, who are willing to invest a lot of time and money in hobbies, who are diverse and talented and fun, and gets them to try gaming. I wish I knew how to do that.
 

Zardnaar

Legend
It may very well be. The good thing is that unlike my phone, my 3e books are not obsolete, despite being a decade or so old. I can hope for a leap forward, but I realize that's a high bar, and if it isn't met then there's no reason for me to switch to a whole new edition. I'll just keep doing what I'm doing.

Maybe. I think the concept of roleplaying has a broad appeal that hasn't really been tapped yet. I think the next quantum leap will be something that takes all the people who are fans of genre fiction, who are willing to invest a lot of time and money in hobbies, who are diverse and talented and fun, and gets them to try gaming. I wish I knew how to do that.
Make it a facebook game like farmville
 

Morrus

Well, that was fun
Staff member
It may very well be. The good thing is that unlike my phone, my 3e books are not obsolete, despite being a decade or so old. I can hope for a leap forward, but I realize that's a high bar, and if it isn't met then there's no reason for me to switch to a whole new edition. I'll just keep doing what I'm doing.

Much of that is a personal style thing, of course. I don't think most folks progress from one game system to another, always moving "upwards" to a better one. I'm not sure the forward/backward take even applies; at least not to me. Like I said, it's not like technology. It's as much art as science; art doesn't improve, it just changes style.

YMMV, of course. But for me a sideways move is just as valid as a forward move (if there is even such a thing as a forward move). I don't only watch a new TV show if it has better special effects than my current one, for example. (Yeah, I know, silly example).
 

DMZ2112

Chaotic Looseleaf
...plainly put, the biggest detriment to 3.X is system mastery. DDI overcomes that to a very large extent.

What? Oh, you're looking at it from the perspective of a player observing other players, aren't you? I guess I can see how it might seem that way from that point of view. From my perspective behind the screen, all DDI does is make /everyone/ a powergamer. Admittedly, that does solve the problem of player capability discrepancy, but it absolutely does not "overcome systems mastery."

What it does do is free developers up to build an insane cyclopean machine*, safe in the knowledge that all of their players have access to their cross-referenced L-space data repository and can engage their monstrous, unforgivable sin of design as equals.

I don't want to run a game that is made easier by a DDI-like tool. It's too close to a game that requires a DDI-like tool. I'll stick with my books and hypertext SRD.

(*No, not D&D4. D&D4 fortunately never quite reached the point where Lum the Mad was appointed the design lead.)
 

Sonny

Adventurer
At this point I don't think any current company is an ideal Steward of D&D. They're all too small and too narrowly focused on their favored edition to represent the breadth and width of all editions of D&D, it's retro-clones and the fans.
 

pemerton

Legend
I want the same experience I had as a 2e player looking at 3e for the first time. The sense of "why weren't things always this way?". The quantum leap forward of mechanics.
So, anyone looking at 3e and not liking it can say that 3e wasn't innovative?
For what it's worth, I didn't find 3E particularly innovative:

* Race/class as the basis of PC build - goes back to AD&D (and I imagine even further back to the Greyhawk supplement, but I'm not 100% sure of that);

* Uniform XP table for classes - goes back at least to Rolemaster;

* Skill built using points with a level cap and class-dependent point costs - goes back at least to Rolemaster;

* Spells memorised via a class-and-level dependent table from a long list - goes back to original D&D;

* Simulationist rather than fortune-in-the-middle saving throws - goes back at least to Runequest;

Monsters presented in the same stat format as PCs - goes back at least to Runequest.​

There are only three real mechanical innovations I can think of in 3E, but I'm happy to be pointed to the game where they originated! One is the use of spontaneous casting to reconcile "Vancian" casting with the flexibiity of mana-point casting; another is feat as a way of giving a class-and-level based game some of the same flexibility in PC build as a points-based game; and a third (but the merits of which are highly contstable!) is using the PC build rules to build all NPCs and monsters.

I can see how 3E might have looked innovative to someone who knew little of trends in RPG design from the late 70s through the 80s, but otherwise it was about bringing D&D up to a level of design that had been pioneered around 15 to 20 years earlier.

I've got most of Monte Cook's Rolemaster books - I'm not sure how innovative they are (mechanically not that much), but he certainly has creative ideas - there's a lot of fun stuff in Creatures & Treasures II (including items that turned up in his D&D work, like the Cape of the Montebank - though the "teleporting in a puff of smoke" spell that the item is based on was not introduced into RM by Monte, but is found in the original Rolemaster Companion which predates his involvement in the game), and his organitech stuff from Banewarrens (?) and Ptolus was anticipated in the Rolemaster campaign supplement Dark Space.

For innovation by Jonathan Tweet, Ars Magica is obviously a clearer example than 3E, but it's hard to think of a more innovative RPG than Over the Edge - which, having come out in 1992, predates 3E by nearly a decade yet still reads like a contemporary indie game. (And it's interesting to see the raving over feature of 13th Age, like backgrounds as skills and One Unique Thing, which Tweet thought up over 20 years ago for that earlier game.)

See, when I looked at 4e, that's exactly the reaction I had for most of the mechanics. "What am I not doing things this way already".
Truly mind-boggling.
Huh? Your mind is boggled by the fact that someone might find 4e a game worth playing? Then I think you need to get out more!

I think 4e is more innovative than 3E - it is a version of D&D that, in terms of its mechanics, is basically contemporary with other games being published in 2008, rather than playing catch-up to 1985 like 3E was. I think it's biggest mechanical innovation is showing that crunchy tactical combat mechanics - which traditionally were a staple of heavily process-sim games like RQ, RM, etc - can be used to a quite different, non-simulationist end. (Arguably Burning Wheel had already done this over 5 years earlier, but BW maintains the process sim resolution and then layers non-sim concerns over the top of it, whereas 4e abandons process sim for all elements except positioning.) Skill challenges are also a distinctive approach to complex scene resolution, which have weaknesses compared to some others (in particular, the absence of active opposition can create framing challenges for the GM) but strengths also (once the GM overcomes the framing challenges, skill challenges are less vulnerable to a dropping out of fictional positioning than simple opposed-check systems like HeroWars/Quest extended contests or the BW Duel of Wits).

But I think the biggest innovation in 4e is actually not mechanical at all - it's at the level of story. 4e shows how decades of D&D lore can be consolidated and repurposed to support a non-simulationist game, in the form of a conflict-riven setting in which the PCs (and thereby the players) are inherenlty engaged. It is the Gloranthafication of D&D.
 
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