Mustrum_Ridcully
Legend
World Peace?Psion said:Oy. I'm defending 4e. What next?![]()
World Peace?Psion said:Oy. I'm defending 4e. What next?![]()
skeptic said:The main problem is that a good part of the book says that decision should be tactical and the rest says the opposite (do what your character would do).
In my OP, I said that I think D&D should be tactical at the encounter level.
BeauNiddle said:Why did you decide to play a character that thinks it's a bad idea to be tactical?
Functional hybrid agendas are actually part of the Big Model. The Riddle of Steel (2002) is an example of a well-regarded Sim-Nar hybrid.Psion said:I think the one major "crack" in "big model" theory is the idea of the absolutism of incoherence.
You have met the enemy, and it is you.Psion said:Oy. I'm defending 4e. What next?![]()
skeptic said:You are sure to have understand something about the Big Model(GNS) ?
buzz said:Functional hybrid agendas are actually part of the Big Model. The Riddle of Steel (2002) is an example of a well-regarded Sim-Nar hybrid.
I.e., if the two agendas are working together harmoniously, then there's no incoherence. Ergo, 4e isn't necessarily incoherent (in a design sense) just because you can see potential support for both GNS-G and GNS-S in the text. (Still theoretical (sic) here, as I have not fully read the books.)
And, again, by-the-book (as it were) GNS incoherence is about incompatible agendas among people at the game table. It can be applied to a design, but you still need to look at the play experience.
You have met the enemy, and it is you.![]()
Where in the chargen process are there mechanics to cause this dichotomy? Everything seems (to me) to drive you towards making an adventuring badass. I can't think of any choices a player is forced to make that conflict with this.skeptic said:They may know it's a good idea to do A (follow tactics) but their heart says to do B (follow character definition). That's the whole problem.
I don't agree, but...xechnao said:Actually sim-nar are two faces of the same coin of game design. This is what the original GNS model fails to grasp.
skeptic said:They may know it's a good idea to do A (follow tactics) but their heart says to do B (follow character definition). That's the whole problem.
buzz said:Or are you saying there is fluff text that encourages behavior that's at odds with the adventuring badass setup?
(3.5's PHB2 was a serious offender in this regard. That big chapter on "roleplaying" was a big turd in an otherwise pure-awesome volume, IMO.)