Beyond Old and New School - "The Secret That Was Lost"

Mercurius

Legend
I think your statement is too broad: hexcrawls and non-metaplot games do not necessarily better stimulate every person's imagination. Not every person's mind is stimulated better by a sandbox, or by games where exploration is resolved by player skill.

I think it IS fair to say that this playstyle better stimulates A LOT of people's imaginations, and that the 2E-->3E changes stymied/outright killed this playstyle. But in the process, they better-enabled other playstyles, which--let me repeat--are not necessarily less conducive to the imagination.

Speaking personally, as a guy who enjoys DMing both metaplotty 3E (these days DDN + Paizo AP) games and anything-goes 2E sandbox games, a lot depends on my mood at the time I sit down to play. Sometimes I find that my imagination needs more structure, more fuel, to get fired up. Other times, it needs less.

You make a good point here, and perhaps hexcrawl vs. metaplot doesn't fit with the "taxonomy of imagination" that I'm hinting at.

That aid, I do think that certain factors are more or less conducive to imagination. In the last post I used the example of the battlemat, of 4e combat vs. 1e (or other old school style) combat. I think the rules of 3e and 4e are less conducive to imaginative combat. It doesn't mean that imagination cannot be evoked or inspired, or that this is true of all people at all times in all worlds, but as a general rule.

(Am I allowed to make generalities? ;)).

But that's not as much a play-style, like hexcrawling vs. metaplot, but the actual rules - the structure itself.
 

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Minigiant

Legend
Supporter
It might be somewhere in-between. D&D Is not "just another generic fantasy game" - nor are most fantasy games truly generic, except for maybe GURPS Fantasy or d6 Fantasy, Fantasy Hero, etc. But even those have their own distinct feel to them. But D&D is less specific than a true single setting game like Tribe 8 or Tekumel or Talislanta. So it is somewhere between GURPS and Tekumel, but with its own body of ideas and tropes, which make it unique and distinctive.

I can only speak for myself in this regard, but even though I may appreciate the design of another game more than D&D - say Ars Magica or Savage Worlds or FATE - I always come back to D&D. It is home. It is similar to the fact that I'm a fan of the Angels baseball team. I don't particularly want to be - I'd rather be a Cardinals fan because they're much better run and with a more optimistic future, and a more interesting history, but I can't quit the Angels. They're my team. Just as if I'm going to play D&D, I don't want to use the Savage World rules set. I want my 20-sided die, goddammit!

In that sense, I think a lot of long-time D&D players will always come back to D&D, even if they try out other games, and even if they like other games more in terms of aesthetic appreciation. I really, really like Savage Worlds and if I was starting gaming all over again and could choose which game I became attached to, it might be Savage Worlds (or Ars Magica, or one or two others). But I love D&D. Its in my blood.

It's less about "just another fantasy game" and more of "there's more than one way to play D&D".

There's:

"Classic 4 races" vs the "6 race modern" vs "Everything from dragonborn to gnolls"

"Class 4 classes" vs "The 4 and their traditional subclasses" vs "From Barbarion to Sorcerer" vs "Assassins and Artificers to Warlords and Warlocks"

"Race as Class" vs "Race/Class archetypes" to "Whatever combo you like"

Balance classes/races vs Classes/Races can do what they do

Thief gets skills vs Everyone gets skills but one specialist are any good at them vs Everyone gets skills, specialist are just better/reliable

Quick combat vs Long tactical battle to "Whatever happens"

Low magic vs High magic vs No magic

Sandbox vs Overall plot vs Pure Dungeoneering

DM makes the rules vs Book gives the rules

Settig A vs Setting B vs Setting C...



If you make a RPG and don't force a specific lore to it (like Star Wars, Middle Earth, Hyborian Age, Thedas, Westeros), you allow players to create their own worlds and ways to play. Then you choice is to embrace their imagination, ignore them, or throw them bones.

D&D has for 40 years picked a favorite style with an edition and threw bones to some of the rest, hoping DMs to pick up the slack.
 

Halivar

First Post
Well, we've certainly been round and round on these forums about whether or not rules and mechanics can truly enable or stymie imagination. I will say that for me, the hexcrawl, battlemat, etc, have nothing to do with it. For me, and mostly from a player's perspective, it's about how deeply the players can be immersed in their own characters.

For the sake of not boring everyone to tears, I'll just pick one mechanic out of a see of rules bloat: skills.

Consider that in 1E, characters can be made in 5 minutes and are mostly a blank canvas upon which imaginative stories can be drawn. Back story and character development have as much rules effect as the DM allows, and a good DM is generous in this area. Then we added NWP, and I think the whole thing just went to hell. Now you had to implement your imagination mechanically, or you couldn't do it. In 3E we had skill lists that pretty much enforced the you-are-your-class paradigm that produced cookie-cutter characters unless you sprang for some crunch bloat to justify the character in your head, or at the exorbitant cross-class skill cost. 4E let you loosen the strait-jacket a little more, but it usually cost you a feat to do it.

In this respect, I think the way is forward, not backward, though. There was a Forge-inspired game called "The Pool" where your character was a short paragraph on loose-leaf. Now that's a game facilitative to imagination. If you can imagine it, you can play it. This philosophy is present in varying degrees in FATE, 13th Age, and Numenara. By far I think 13th Age's Background mechanic best exemplifies how this philosophy can be integrated into D&D without disrupting the core of what D&D is.

That said, I do think that the trend over the last few decades of what could be called "greater descriptive density" - like in the Moorcock/Jordan example I gave - has led to a generally more passive imagination. To put it somewhat crudely, if I use 100 words to describe a flower, I give your mind less space to create its own image than if I use a more impressionistic 20 words. As a general, but not absolute, rule.
I agree with this and would suggest that the 4 page character sheet, and the half-page monster stat-block, and the 300 pages of rules are part and parcel of this. We have been replacing imagination with rules and mechanics.
 

I see this surmise floated about a lot on here as if it is fundamental, self-evident, indisputable:

Lack of structure leads to broader or richer imaginative experience and creation for many/most people.

I can see how that might be intuitive for a lot of people, specifically for those people for which it truly is fundamental (those with that cognitive style).

However, there is growing research in the area of cognitive style analysis right now that pushes against that presupposition. Effectively that:

Many people approach tasks of creation by retrieving exemplars from a known group, and that instructions and task constraints can lead to greater use of broader knowledge frameworks.

Rules, boundaries, exemplars and task constraints serve as animating factors for the creative reservoir for a cross-section of the populace (with a certain cognitive style) just as they might serve as paralyzing factors for another cross-section of the populace (with a different cognitive style).
 

Mercurius

Legend
If you make a RPG and don't force a specific lore to it (like Star Wars, Middle Earth, Hyborian Age, Thedas, Westeros), you allow players to create their own worlds and ways to play. Then you choice is to embrace their imagination, ignore them, or throw them bones.

D&D has for 40 years picked a favorite style with an edition and threw bones to some of the rest, hoping DMs to pick up the slack.

It seemed that with 4e's "Points of Light" approach, they tried making a D&D without a specific setting, although there still was a "lore" in terms of cosmology, Nentir Vale stuff, etc.

I see the optimal approach as being both: give guidelines to help players create their own worlds, but also provide examples of how it can be done.

Wait, isn't that what they've always done? I think they've always tried to do what you're talking about, but end up becoming overly enamored with their own creations.

I think this is why some among the OSR don't like Dragonlance - it wasn't modular, it wasn't something you could drop into your own campaign world (or at least not easily) and "make your own." I don't think Dragonlance itself was a problem, but that the increased emphasis on this style of play and feeling that the old school approach was largely neglected...at least until more recently.

Well, we've certainly been round and round on these forums about whether or not rules and mechanics can truly enable or stymie imagination. I will say that for me, the hexcrawl, battlemat, etc, have nothing to do with it. For me, and mostly from a player's perspective, it's about how deeply the players can be immersed in their own characters.

This is a good point, but don't you think that this is immersion is facilitated more or less depending upon the specific rules used? I actually think that excessive use of a battlemat reduces character immersion, makes it easier to say "My paladin does this" rather than "I do this" simply by virtue of having a little metal dude in front of you on the table, that is your character. It takes it out of the mind and onto the battlemat.

Actually, you go on to say something similar...

Consider that in 1E, characters can be made in 5 minutes and are mostly a blank canvas upon which imaginative stories can be drawn. Back story and character development have as much rules effect as the DM allows, and a good DM is generous in this area. Then we added NWP, and I think the whole thing just went to hell. Now you had to implement your imagination mechanically, or you couldn't do it. In 3E we had skill lists that pretty much enforced the you-are-your-class paradigm that produced cookie-cutter characters unless you sprang for some crunch bloat to justify the character in your head, or at the exorbitant cross-class skill cost. 4E let you loosen the strait-jacket a little more, but it usually cost you a feat to do it.

You seem to be advocating for a "less is more" approach for deeper immersion. Yeah or nay?

In this respect, I think the way is forward, not backward, though. There was a Forge-inspired game called "The Pool" where your character was a short paragraph on loose-leaf. Now that's a game facilitative to imagination. If you can imagine it, you can play it. This philosophy is present in varying degrees in FATE, 13th Age, and Numenara. By far I think 13th Age's Background mechanic best exemplifies how this philosophy can be integrated into D&D without disrupting the core of what D&D is.

I added bold-face, because I would never want to play a version of D&D in which the character sheet was a short paragraph. D&D is not a purely "story game." Part of its charm is that it is a role and roll playing game. I would guess that absolutely no, or at least very few, D&D players want to do away with crunch - all of us like crunch to some extent, and if some don't they are either fooling themselves, or they'll soon move on to the Indie world.

I agree with this and would suggest that the 4 page character sheet, and the half-page monster stat-block, and the 300 pages of rules are part and parcel of this. We have been replacing imagination with rules and mechanics.

Yes, exactly. To be honest, I feel like in your post you've agreed and disagree with this very point.

I personally prefer a middle ground - maybe a two-page character sheet? A front with stats and a back with equipment and notes. Something like that. But I can see a place for a 1-4+ page character sheet, depending upon individual styles, and I hope that Next facilitates that. Less than a page and you start veering out of what D&D is (or has historically been, at least); more than 2-3 pages is fine, but not really my cup of tea.


I see this surmise floated about a lot on here as if it is fundamental, self-evident, indisputable:

Lack of structure leads to broader or richer imaginative experience and creation for many/most people.

I can see how that might be intuitive for a lot of people, specifically for those people for which it truly is fundamental (those with that cognitive style).

However, there is growing research in the area of cognitive style analysis right now that pushes against that presupposition. Effectively that:

Many people approach tasks of creation by retrieving exemplars from a known group, and that instructions and task constraints can lead to greater use of broader knowledge frameworks.

Rules, boundaries, exemplars and task constraints serve as animating factors for the creative reservoir for a cross-section of the populace (with a certain cognitive style) just as they might serve as paralyzing factors for another cross-section of the populace (with a different cognitive style).

Interesting point here. I agree with the gist of it, that a lot depends upon individual cognitive styles. But let me be clear about one thing: I wasn't as much saying that "lack of structure leads to a broader or richer imaginative experience..," but more along the lines of this:

Lack of specific content leads to a more richly active imaginative experience...

Here's a (hopefully) very clear example of what I'm getting at. Two statements:

A: "The cowled warrior drew a curved blade, which shimmered with an indigo hue, silver runic forms along the blade caressed by the light of the moon."

B: "The warrior, wearing a long black and grey robe with a sash around his face, covering all but his eyes, which were dark brown or black, pulled a weapon from a scabbard - a scimitar of approximately three feet in length, with a slight to moderate curve, more like a katana than a sickle - but with a smoother sweep than a katana, like a crescent moon. The scimitar was dark blue-black in color and glowed faintly. Along the length of the blade, from about six inches from the hilt--which was curved liked a stylized and angular S--were symbols of some unknown language; the runes extended to about three inches from the tip. Each symbol was about half the width of the blade. The moon was very bright, so the runes - which were probably made of some kind of silver or white metal or stone - glowed slightly."

I may be completely wrong, but I'm guessing that for most people, A is much more richly imaginative - it inspire more vivid imagery and, most importantly of all, it allows you, the reader, to generate your own imagery. The second paragraph, aside from being poorly and awkwardly written, gives so much detail that it leaves little to the imagination. Now you could say that for some people, they prefer (or need) those guides to create an image. Maybe that is so, but my point is that in the former you have more freedom, more opportunity, to activate your own imagination, wherein the latter I'm telling you what to imagine.

In other words, the purpose of sentence A above is to inspire your imaginative to activate, whereas B lets you remain passive, so your attention is more drawn to deciphering the words and putting them together than to allowing your imagination to fly

I tend to agree with something Ursula Le Guin said, that a writer should use as many words as are needed to tell a story - no more or less. This is individual and varies greatly by writer, and of course trends oscillate back and forth. I do think, however, that the general trend in various contexts - fantasy and science fiction literature, cinema, and RPGs, for instance - is towards more filler, more details, more words. This, I think, is at least partially reflective of our technology use - smartphones, internet, etc - all the stuff that "fills the void" of our consciousness and, I think, inhibits our own imaginative activity.

In other words, the trend has been away from self-generated imagination and towards externally manufactured simulation, yet I feel that we all want a more imaginative experience because it comes from us. Its like the difference in satisfaction between reading a good book and writing your own good book. The former is a lot of fun and can be very inspiring, but it isn't nearly as richly satisfying as the latter.

If you're a writer, of course! But that's just an analogy .The experience of imagination and creativity is more universal, because we're all "imaginers," all creators.
 

Lack of structure leads to broader or richer imaginative experience and creation for many/most people.

vs

Many people approach tasks of creation by retrieving exemplars from a known group, and that instructions and task constraints can lead to greater use of broader knowledge frameworks.

Rules, boundaries, exemplars and task constraints serve as animating factors for the creative reservoir for a cross-section of the populace (with a certain cognitive style) just as they might serve as paralyzing factors for another cross-section of the populace (with a different cognitive style).

Interesting point here. I agree with the gist of it, that a lot depends upon individual cognitive styles. But let me be clear about one thing: I wasn't as much saying that "lack of structure leads to a broader or richer imaginative experience..," but more along the lines of this:

Lack of specific content leads to a more richly active imaginative experience...

<snip>

In other words, the purpose of sentence A above is to inspire your imaginative to activate, whereas B lets you remain passive, so your attention is more drawn to deciphering the words and putting them together than to allowing your imagination to fly

I tend to agree with something Ursula Le Guin said, that a writer should use as many words as are needed to tell a story - no more or less.

<snip>

In other words, the trend has been away from self-generated imagination and towards externally manufactured simulation, yet I feel that we all want a more imaginative experience because it comes from us. Its like the difference in satisfaction between reading a good book and writing your own good book. The former is a lot of fun and can be very inspiring, but it isn't nearly as richly satisfying as the latter.

I, in part, agree with what you have written here but it is slightly orthogonal to what I was depicting above. You are postulating about resolution rather than structure. You can have structure of both high resolution and low resolution. You can have the area between boundaries be opaque or transparent. Your exemplars can be granular or they can be deeply abstract.

The point I was trying to convey was that there really isn't a "breaking point" with respect to structure. For a significant cross-section of the populace, if you asked them to imagine something or create something and you gave them little to no reference point, nothing to tether their cognitive style upon, they would be paralyzed into inaction. The inverse is also true. If you create well-defined boundaries, others may be partially, or wholly, inhibited. There are also cognitive styles in between. There are also people who have versatile cognitive styles

Generally speaking, one would think an engineer's cognitive style is different than an impressionist painter's cognitive style. However, how different was Thomas Jefferson (as an engineer) from Vincent Van Gogh from Thomas Edison from the Ming era Chinese?

I look at this board (and many others...and the market at large) and I see people who prefer high resolution setting galore...in fact, they can't play without it. Personally, I am not a fan of high resolution settings as I prefer setting to be very low resolution and have the details emerge as a product of live play at the table. But this is certainly unorthodox (sometimes outright heresy) with many proponents of D&D's high res settings.

Point being, by default, structure is not an inhibitor of creativity nor is it a facilitator. I'm not sure that resolution with respect to exemplars or the space between the boundaries is either. Some people prefer Cormac McCarthy while others prefer Stephen King.
 

pemerton

Legend
I am a great fan of Boorman's Excalibur. But I don't think it tells us anything about the relationship between OSR RPGs, 4e and imagination.

It is virtually impossible to play a game with the feel of Excalibur using Moldvay Basic. I have complained about this frequently on these boards - the Foreword to Moldvay, with its example of the warrior dispatching the dragon tyrant with a sword gifted by a mysterious cleric, promises fantasy romance; but the only part of the mechanics not dedicated to exploration (and built-environment exploration at that, with all the stuff about doors and traps and light sources) is the Reaction Table, and even that is framed primarily in terms of encounters in dungeon between quasi-military units.

Conversely, it is rather easy to play a game with the feel of Excalibur using 4e, provided that the players build the right sorts of PCs (more warlords, paladins and avengers; not too many halfing rogue worshippers of Avandra) and the GM frames the right sorts of encounters (avoid ankhegs, kruthiks and bulettes).

This is because 4e is obviously influenced by indie RPG design, or at least some strands thereof: there's not a lot of Over the Edge in 4e (contrast 13th Age, where Tweet reprises several elements of OtE for the pleasure of an audience mostly ignorant of that earlier game); but there's more than a little bit of HeroWars/Quest, and of Ron Edwards's design ideas. Perhaps the single most important part of indie design to which 4e aspires (whether or not it always achieves) is to get rid of GM-created illusions, and to makes the stakes (i) real and (ii) transparent to the players.

The more books you published, or at least rule books, the less open-ended a game feels.

<snip>

I’m not exactly sure what happened that led Wizards of the Coast to design and publish 4e in the way they did

<snip>

Wizards of the Coast had the idea, noble if perhaps misguided, to try to appeal to “Generation Xbox,” to tap into the milllions of Warcraft subscribers and offer something that they would find appealing. The result, though, is well known: 4th edition arrived and, whatever the initial sales were, was met with rather intense vitriol and quickly dwindled and led to a fracturing in the D&D community due to an Edition War that made its predecessors seem relatively tame. Whatever the merits of 4e were, the overall result was disastrous. Despite an attempt at reviving the edition with Essentials in 2010, it was clear that 4e was a failure

<snip>

For imagination to thrive, we have to make room for it – we have to give it space to grow. The more detailed a description in a book, the less the reader creates – the more they passively receive.

<snip>

I do think that old school games better facilitate the imaginative experience
The reasons for WotC's commercial decisions in relation to 4e I leave for others to work out - though I think it must be obvious to anyone that Essentials was an incredibly poorly conceived set of products, even if some of the individual design elements (especially the MV monsters) are very nicely done.

But 4e is not populated by "detailed descriptions" - nearly all its books are either lists of potential player build elements, or lists of potential antagonists for the GM to introduce. The only new, large scale action resolution subsystems introduced outside of the PHB and DMG are vehicle rules in Adventurers' Vault, and Martial Practices in Martial Power 2. I think nearly eveyone ignores the latter system, and I'm guessing vehicle rules aren't used that often either.

4e's core resolution system is in fact incredibly simple (and indie): GM describes situation; player nominates method - skill and/or power - by which his/her PC will overcome challenge, based on the interaction between the mechanics of that skill/power and the fictional positioning of the PC in the GM-described situation; the GM sets a DC; the player rolls the di(c)e; if the check succeeds the player gets what s/he wanted, and if the check fails then the adverse consequence is narrated by the GM.

The main difference in resolution systems between 4e and a typical indie game is its mechanically incredibly heavy combat resolution system. (Though no heavier, I think, than some other systems like say Burning Wheel.) If you don't enjoy the detailed mechanical resolution of combat, 4e is probably not the game for you! But while admittedly my knowledge of WoW et al is 2nd hand, I don't see much similarity between 4e combat resolution and those systems. For instance, fictional positioning is key in 4e - and the whole of p 42 is built around that - but is not in a computer game.

The dissatisfaction with 4e that I read on these boards, at least, most often relates not to its excess of description but rather its lack thereof - eg what is happening when Come and Get It is used, or when an attack does damage on a miss? - and to its indie-style transparency ("player entitlement").

The sort of "imagination" that you seem to be talking about is that of a player "imagining" what the ingame situation of the PC is like. I prefer not to have that be imagined. I prefer to have that be experienced. Of course it can't be experienced immediately, but I believe a good RPG can be designed so that the player experiences the at-table situation in a way that is comparable to, though obviously not immediately identical with, the PC's experience of the ingame situation. I think 4e does as good a job of this as any version of D&D - in fact, in my personal opinion, a better job.

“Saving Throw vs. Paralyzation, Poison, or Death Magic”
I pulled this out because I think the change in saving throws is perhaps the single biggest symbol of change between AD&D and 3E. Saving throws go from being a metagame device with fortune-in-the-middle resolution (ie roll the dice, then narrate something about how your guy shrugged off the dragon breath or sucked out the poison) to being a process-simulation model of a PC's Fort, Ref or Will. Apart from anything else, this killed fighters - and therefore Excalibur - stone-cold dead.

4e restores mechanical support for strong-willed fighters (because WIS is a secondary stat for many fighter builds, and the role of CON in hit point and surge numbers makes a high CON much less essential), and also restores FitM to many parts of the game, including its saving throw rules and also its rules for healing and for dying.

The only edition of D&D that permits scenes like that in Excalibur, where the arrival of Lancelot on the field of battle restores the fighting vigour of the troops, or that in Peter Jackson's The Two Towers, when the memory of Arwen restores Aragorn to consciousness, is 4e with its inspriational healing.

None of this post is meant to imply that 4e is an RPG in the same category as Prince Valiant. But as far as editions of D&D are concerned, it's the closest thing there is.
 

Zardnaar

Legend
I am a great fan of Boorman's Excalibur. But I don't think it tells us anything about the relationship between OSR RPGs, 4e and imagination.

It is virtually impossible to play a game with the feel of Excalibur using Moldvay Basic. I have complained about this frequently on these boards - the Foreword to Moldvay, with its example of the warrior dispatching the dragon tyrant with a sword gifted by a mysterious cleric, promises fantasy romance; but the only part of the mechanics not dedicated to exploration (and built-environment exploration at that, with all the stuff about doors and traps and light sources) is the Reaction Table, and even that is framed primarily in terms of encounters in dungeon between quasi-military units.

Conversely, it is rather easy to play a game with the feel of Excalibur using 4e, provided that the players build the right sorts of PCs (more warlords, paladins and avengers; not too many halfing rogue worshippers of Avandra) and the GM frames the right sorts of encounters (avoid ankhegs, kruthiks and bulettes).

This is because 4e is obviously influenced by indie RPG design, or at least some strands thereof: there's not a lot of Over the Edge in 4e (contrast 13th Age, where Tweet reprises several elements of OtE for the pleasure of an audience mostly ignorant of that earlier game); but there's more than a little bit of HeroWars/Quest, and of Ron Edwards's design ideas. Perhaps the single most important part of indie design to which 4e aspires (whether or not it always achieves) is to get rid of GM-created illusions, and to makes the stakes (i) real and (ii) transparent to the players.

The reasons for WotC's commercial decisions in relation to 4e I leave for others to work out - though I think it must be obvious to anyone that Essentials was an incredibly poorly conceived set of products, even if some of the individual design elements (especially the MV monsters) are very nicely done.

But 4e is not populated by "detailed descriptions" - nearly all its books are either lists of potential player build elements, or lists of potential antagonists for the GM to introduce. The only new, large scale action resolution subsystems introduced outside of the PHB and DMG are vehicle rules in Adventurers' Vault, and Martial Practices in Martial Power 2. I think nearly eveyone ignores the latter system, and I'm guessing vehicle rules aren't used that often either.

4e's core resolution system is in fact incredibly simple (and indie): GM describes situation; player nominates method - skill and/or power - by which his/her PC will overcome challenge, based on the interaction between the mechanics of that skill/power and the fictional positioning of the PC in the GM-described situation; the GM sets a DC; the player rolls the di(c)e; if the check succeeds the player gets what s/he wanted, and if the check fails then the adverse consequence is narrated by the GM.

The main difference in resolution systems between 4e and a typical indie game is its mechanically incredibly heavy combat resolution system. (Though no heavier, I think, than some other systems like say Burning Wheel.) If you don't enjoy the detailed mechanical resolution of combat, 4e is probably not the game for you! But while admittedly my knowledge of WoW et al is 2nd hand, I don't see much similarity between 4e combat resolution and those systems. For instance, fictional positioning is key in 4e - and the whole of p 42 is built around that - but is not in a computer game.

The dissatisfaction with 4e that I read on these boards, at least, most often relates not to its excess of description but rather its lack thereof - eg what is happening when Come and Get It is used, or when an attack does damage on a miss? - and to its indie-style transparency ("player entitlement").

The sort of "imagination" that you seem to be talking about is that of a player "imagining" what the ingame situation of the PC is like. I prefer not to have that be imagined. I prefer to have that be experienced. Of course it can't be experienced immediately, but I believe a good RPG can be designed so that the player experiences the at-table situation in a way that is comparable to, though obviously not immediately identical with, the PC's experience of the ingame situation. I think 4e does as good a job of this as any version of D&D - in fact, in my personal opinion, a better job.

I pulled this out because I think the change in saving throws is perhaps the single biggest symbol of change between AD&D and 3E. Saving throws go from being a metagame device with fortune-in-the-middle resolution (ie roll the dice, then narrate something about how your guy shrugged off the dragon breath or sucked out the poison) to being a process-simulation model of a PC's Fort, Ref or Will. Apart from anything else, this killed fighters - and therefore Excalibur - stone-cold dead.

4e restores mechanical support for strong-willed fighters (because WIS is a secondary stat for many fighter builds, and the role of CON in hit point and surge numbers makes a high CON much less essential), and also restores FitM to many parts of the game, including its saving throw rules and also its rules for healing and for dying.

The only edition of D&D that permits scenes like that in Excalibur, where the arrival of Lancelot on the field of battle restores the fighting vigour of the troops, or that in Peter Jackson's The Two Towers, when the memory of Arwen restores Aragorn to consciousness, is 4e with its inspriational healing.

None of this post is meant to imply that 4e is an RPG in the same category as Prince Valiant. But as far as editions of D&D are concerned, it's the closest thing there is.

So much wrong with this post. We couldn't make it past level 7 in 4E before we gave up at the sheer stupidity of the mechanics. Even in BECMI we managed better than that.
 

pemerton

Legend
So much wrong with this post. We couldn't make it past level 7 in 4E before we gave up at the sheer stupidity of the mechanics. Even in BECMI we managed better than that.
The dissatisfaction with 4e that I read on these boards, at least, most often relates not to its excess of description but rather its lack thereof - eg what is happening when Come and Get It is used, or when an attack does damage on a miss? - and to its indie-style transparency ("player entitlement").

<snip>

4e <snip> restores FitM to many parts of the game
I don't seem to have been wrong at least in the bits I've reposted.

Also, how does one play an Excalibur-like game using Moldvay Basic?
 

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