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4e Has Less Raw Content: Fact!
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<blockquote data-quote="Gothmog" data-source="post: 4498606" data-attributes="member: 317"><p>Thanks- I know my players enjoyed the session, and they were surprised that what they wanted to try worked. The group is mostly unaligned PCs, with one good PC, but the good PC plays kinda fast and loose with the rules (the ends jusify the means, as long as its for the greater good).</p><p></p><p>You're right that the 4e MM doesn't have paragraphs of non-combat info like the superb 2e MM did, but the 4e MM does have ideas in the lore that are more adventure-design specific. So while we don't get detailed info on the hobgoblin society, we do get some good plot hooks about how to use them, and from that the DM can tie them into his world in an appropriate way.</p><p> </p><p></p><p></p><p>I have the 4e DMG here, and on page 7, under the "FUN!" heading, it says:</p><p></p><p>"Different people have different ideas of what's fun about D&D. Remember that the "right way" to play D&D is the way that you and your players agree on and enjoy. If everyone comes to the table prepared to contribute to the game, everyone has fun."</p><p></p><p>Yes, later on the DMG (for example, p 21 under "Passing Time") it states that DMs can gloss over details that don't have much to do with adventuring and heroic action, but those are the preferences of some of the designers- and if you and your group enjoy some of those mundane details (like mine does), then spend some time on those aspects of the game.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4498606, member: 317"] Thanks- I know my players enjoyed the session, and they were surprised that what they wanted to try worked. The group is mostly unaligned PCs, with one good PC, but the good PC plays kinda fast and loose with the rules (the ends jusify the means, as long as its for the greater good). You're right that the 4e MM doesn't have paragraphs of non-combat info like the superb 2e MM did, but the 4e MM does have ideas in the lore that are more adventure-design specific. So while we don't get detailed info on the hobgoblin society, we do get some good plot hooks about how to use them, and from that the DM can tie them into his world in an appropriate way. I have the 4e DMG here, and on page 7, under the "FUN!" heading, it says: "Different people have different ideas of what's fun about D&D. Remember that the "right way" to play D&D is the way that you and your players agree on and enjoy. If everyone comes to the table prepared to contribute to the game, everyone has fun." Yes, later on the DMG (for example, p 21 under "Passing Time") it states that DMs can gloss over details that don't have much to do with adventuring and heroic action, but those are the preferences of some of the designers- and if you and your group enjoy some of those mundane details (like mine does), then spend some time on those aspects of the game. [/QUOTE]
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