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Confirm or Deny: D&D4e would be going strong had it not been titled D&D

Was the demise of 4e primarily caused by the attachment to the D&D brand?

  • Confirm (It was a solid game but the name and expectations brought it down)

    Votes: 87 57.6%
  • Deny (The fundamental game was flawed which caused its demise)

    Votes: 64 42.4%

Have you ever stopped? You're like the Billy Mays of Forgeyness around here.

Yeah, I don't personally care if Pemerton wants to discuss the Forge, I just was pointing out it rings a bit hollow for a crowd to shriek over Justin Alexander for being mean about 4E, while they're constantly invoking stuff like GNS and Edwards.
 

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Next time feel free to mention me - though I'm not sure that I'm [MENTION=22779]Hussar[/MENTION]'s friend; I've never interacted with him except on these forums.
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Obviously I was in fact speaking about you. This wasn't something I was at all attempting to hide or conceal. I just found it more effective to indirectly reference your name in the phrasing.
 

Also, Edwards didn't say that people were brain damaged for liking WW. He said they were brain damaged by playing WW - and after he then apologised for having done so.

I just want to clarify here that I wasn't making the point that edwards is a bad man or mean person. I've said consistently the few interactions I have had with him online have all been positive, and I just disagree with his model and don't find his approach to talking about RPGs helpful. The reason I brought up his name was simply to point out the silliness of people complaining that we should reject a concept because Justin Alexander coined it used it to critique 4E, while they are also invoking GNS and Edwards.
 

The causal sequence of task resolution in Simulationist play must be linear in time. He swings: on target or not? The other guy dodges or parries: well or badly? The weapon contacts the unit of armor + body: how hard? The armor stops some of it: how much? The remaining impact hits tissue: how deeply? With what psychological (stunning, pain) effects? With what continuing effects? All of this is settled in order, on this guy's "go," and the next guy's "go" is simply waiting its turn, in time.

Maybe this is because there is another style (Immersionism) that hinges on things like being in the head of your character, being distinct from the setting itself, and that is why Dissociated Mechanics is useful as an idea. You can have a really great simulationist game that completely takes you out of your character's head (this is one of my chief complaints about skill rolls for example). In fact they don't bother most people. Those are perfectly adequate from a simulationist point of view. But they can create problems for folks who are after Immersion in the sense of being in your character's head and experiencing the setting through your character.
 

And you know perfectly well that folks who play 4e reject The Alexandrian's so-called theory of "dissociated" mechanics. Yet you deploy it and defend it.

Do you disagree with Edwards? He points out that there is a style of mechanic that is fairly common in (what he calls) non-simulationist RPGing: namely, mechanics that do not establish, via linear causality, exactly what is happening in the fiction and rather set parameters within which the content of the fiction is established via "causal narration" (ie making stuff up).

It seems to me that this is exactly what those who dislike 4e have been complaining about for 7 years (including in this very thread). What do you think Edwards has got wrong in his characterisation of those mechanics?

(Looks like we are not going to get a dedicated thread so I might as well answer this here)

So here is the quote you mentioned:

Step On Up is actually quite similar, in social and interactive terms, to Story Now. Gamist [= Step on Up] and Narrativist [= Story now] play often share the following things:

•Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.

•Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration [ie establishing the shared fiction] as such can be deferred, rather than established at every point during play in a linear fashion.

•More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.

I don't necessarily think he is wrong, I do think he points to something that bothers some people about 4E. I would probably take more issue with how he says it and how he couches it in a way that kind of requires one accept the G-N-S division of agendas (and I think I would quibble over his definition of S). My biggest issue really with this is that a person seeing this for the first time, with no knowledge of the forge is going to have to look up something like 7 or 8 new terms just to understand what he is saying. That has always been one of my chief issues with his approach. I think that leads to a lot of confusion about what he is saying, whereas if this were phrased in plain English, it would be a lot clearer to more people.

The problem for me is it just doesn't capture what seems to bug me about 4E. Yes it is an aspect of it. But it doesn't resonate. I mean a mechanic like Bennies (not 4E I know, but relevant because I find them dissociated), they don't defy linear causality or break it down, they exist outside of it and pop me briefly out of my character's headspace. By the same token, while I might complain about some of the things Edwards mentions while I am discussing the concept of a martial daily or encounter power, and while that feeds into the problem, I really think the bigger issue for me is I am not making the same judgment that my character is when I deploy it. When I use an encounter power, I am calling on a resource that my character isn't aware of. He's thinking "I really want to shred this guy with this technique", and I'm thinking "Should I use this resource now or save it for another moment". That seems like a minor point, but I find that incredibly frustrating. You could say, well a wizard does the same thing, but there is at a least an in game explanation for the resource management that causes me and the character to share an explanation. My character and I are both aware that he can cast fireball once a day, so we both are saying "Do I want to use this resource now or save it for a later moment".

Now if that doesn't bother you, great. Fine. I am happy for you. But for me, it is an issue. The concept of dissociated mechanics gives me a handy term for it (and as you've seen I am not really big on grabbing new terms unless I find them particularly useful). In my own design this has been extremely helpful. Staying in my character's headspace is really important to me, and it is really important to the people we write games for.

Yes 4E came out of the flame wars and in my view that was unfortunate. Yes some people, including the coiner of the term, have used it to say some things are not role playing games. I don't personally think that is the case. I just find the term useful. I don't think a dissociated mechanic makes something less of a roleplaying game, it just makes it a role playing game I'll be less likely to enjoy.
 

pemerton

Legend
I mean a mechanic like Bennies (not 4E I know, but relevant because I find them dissociated), they don't defy linear causality or break it down, they exist outside of it
Are you talking about earning them or spending them?

Spending them completely defies linear causality: a major influence on the mechanical resolution of the action is not correlated to any ingame causal process at all!
 

Are you talking about earning them or spending them?

Spending them completely defies linear causality: a major influence on the mechanical resolution of the action is not correlated to any ingame causal process at all!

we could debate this point all day long. I see it as existing alongside linear causality. The character is utterly unaware of it and this for me is why it's a problem. After all a Bennie merely amounts to a re-roll in many cases, for me that hardly flies in the face of causality. It exists beyond what is occurring in game and isn't really part of the cause and effect process. I can buy a re-roll. It is just I am making a decision about a resource my character isn't. And I love savage worlds. So even if bennies do create an issue with linear causality, that isn't why I have a problem in my view (it may be a problem on top of other things) but it isn't the thing disrupting my immersion.

i guess my frustration with you Pemerton is rather than just agree to disagree, you dissect and argue till the opposition is exhausted or doesn't have the time to give another rebuttal (responding to each of your points is time many of us could use on other things). Look I can't stand GNS as a model, but if it works for you, I am not going to question that and I am not going to tell you what is going on in your own head. I really don't understand why you can't do the same.
 
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Tequila Sunrise

Adventurer
I agree that both present very similar problems. I would guess the Dailys get focused on simply because they are so obvious a target and thus get brought up first. But the conversations, I would surmise, rarely get advanced enough to confirm that the others are also problematic (opinion wise) because, well, these sorts of conversations often break down quickly with much defensiveness on both sides.
Personally i don't like encounter powers either, but the dailies are just more glaring so get more attention I think. Most people I know that dislike AEDU have as many issues with encounter abilities as they do with dailies.
Hm, this is interesting. By my way of thinking, encounter and daily powers are equally [un]problematic, so I've never seen dailies as more glaring or obvious. Why do you think dailies are the bigger sore thumb, so to speak?

You can count me as a 4e critic who thinks dailies are more problematic for martial characters than encounter powers. Encounter powers can represent special tricks that, once used in an encounter, no longer fool the opponent. That rationalization falls pretty flat, however, if the encounter blends into multiple encounter groups and the later ones have not seen the exploit pulled and, therefore, should have no particular guard up against it. So you could say I don't really have unlimited tolerance for encounter powers either - just a bit more tolerance.
Hm, so you've found one particular narrative for encounter powers that you kinda-sorta buy, but you haven't found one for dailies. Fair enough. How do you deal with D&D's traditional combat system?

(This is an open question to anyone who wants to answer.)

But, yeah, if you have problems with one, I agree that the other is probably going to jar you somewhat as well. (With the Caveat that I actually have no problem with magical classes having magical daily powers, and as somewhat noted above, the idea of encounter powers, or exploits if you prefer, seem a little more nebulous.)
I've been specifying 'exploits' because presumably you don't have a problem with encounter or daily spells/prayers. But maybe this is a mistake on my part. The 4e paladin is a divine class so his powers are called prayers, and besides, paladins have a tradition of getting divine spells, albeit at later levels. The 4e ranger is thematically a hybrid class as she's always been, but is rules-wise a martial class like the fighter, and so her powers are labeled as exploits. How do you feel about ranger and paladin encounter/daily powers?

(This question is open to anyone who wants to answer.)
 
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Tequila Sunrise

Adventurer
Actually, I call the AEDU mechanics "Vancian for All" (It kinda sounds like an election promise). I really do not buy the encounter mechanics also, it's vancian mechanics in a tigher frame, but without any logical assumption. Encounters, as you said, are a nebulous concept after all. What defines an encounter, exactly? An amount of time? How could you differentiate one encounter from the next? And mostly, how the EP are well-tied to the world? Are they defined by player or by party? If I'm invisible, and run away for a minute while my companions are still fighting, I recover my powers?
Encounter powers aren't quite so nebulous as that -- much like a caster can't refresh his spell slots without a good night's sleep, encounter powers can't be refreshed until you take a 5 minute breather. It would have been more accurate to call them '5-minute powers,' but I'm guessing the 4e team went with 'encounter powers' due to it rolling much more readily off the tongue.
Bolded the part you missed.
 

Rejuvenator

Explorer
A key word is "expectations". That word refers to mental states (beliefs, hopes, etc). It use is very consistent with my characterisation of "dissociated" mechanics as being about psychological experiences that certain players have playing certain games, rather than inherent feature of mechanics.
I could also say that was a "funny joke" or a "bad joke" and then someone could counter the quality of being funny or bad says more about the psychological experiences rather inherent quality of the joke.

But that wouldn't stop people from continuing to qualify something as a "bad joke", instead of "joke I don't like".

Someone just happened to write a controversial essay describing why certain jokes are bad to him, and now other people are repurposing it because it resonated why they also didn't like those jokes.
 

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