Jester David
Hero
It's from looking at my own games and published modules. There's a LOT more cases of rooms being barren because the encounter can carry the interest rather than the encounter being "meh" so everything else has to be unique and interesting. Modules that if you converted things to an earlier edition would be boring as dirt.Is this based on experience, or inference from the testimony of others?
I don't know if you've ever read the play reports for the original Giants or Tomb of Horrors tournaments. To my mind, they don't suggest that the game had "more story and imagination elements" - at least not for any very meaningful sense of "story" or "imagination".
I'd hardly call tournament modules the standard or benchmark of imagination. They're fun for a side game but if played as written they're lacking. It has all the story of Dungeon Delves. They need a lot more life and character to serve as a good campaign.
And while I'm sure those sessions were fun to play it reads terrible. It was like chewing tinfoil. I couldn't get through both. Opposed to fun D&D stories that are actual stories.
It sounds like you *really* like tactical play and that kind of game much more than story.Frankly this sounds like badly designed rules - for instance, PC build rules that put no limits on the degree of action-resolution oomph a given player can bring to bear in a single "move". D&D's traditional device for limiting this in combat is hit points - and its interesting to see how important hit points, rather than save-or-suck, are in the Giants report. That is a module and an episode of play that draws on D&D's strengths.
That's fine, the last two editions had that in spades. Tactical play is cool. But it's really, really easy to use that as a crutch, to rely just on the combat encounters or the monsters to make things interesting and memorable.
I tend to lump 4e and the 3e flavors equally in "rules chunky, DMing harder" category.Yet a system that doesn't permit this - 4e, which does not require the GM's ideas to adhere to or be generated by application of PC-build or action resolution rules - is widely decried for this very feature. And the most popular current FRPG - Pathfinder - seems to be based around the idea that the GM's ideas are subordinate to the PC-build and action resolution rules, even when the GM is not building a PC nor resolving a player's action declaration for his/her PC.
While 3e players are pretty confident in what they can do there are enough exceptions that they don't always assume their actions are a given, but experienced players who know the rules are good at not only knowing what they can do but all the monsters. 4e players tend to just go in throwing down power cards and assuming things work. "I move here, shift here, and attack. I rolled a 15 so I hit and deal X damage."
A DM in both systems will spend a lot of time asking their players "how does that work?" rather than the reverse. In a lot of ways, during the most recent editions, there was very little difference between being a DM running monsters and a player engaging in PvP. You stop being a DM and just become another player rolling dice, only competitive not cooperative.
Imagination is optional, not required.
Because that's my writing style, and I don't feel the need to use "I think" or "in my opinion" as a shield against criticism (which will be ignored anyway).This seems unobjectionable. But if you're talking about your own experience, why is your post framed so much in the second- and third-person, as if diagnosing the problems that others are suffering from? This was a feature of the blog posts referenced in the OP too.