Bodhiwolff
First Post
I think that we're finding that 4E is suffering a little bit from a presentation style choice, as well as its young age, and as a community in general we're seeing the consequences manifest themselves in combat-heavy, non-unique campaigns.
I am absoluely certain that this will change as soon as we get a few more months under our belts, and a few more examples of how things can run when we're not tapping power cards. Mostly, though, we need reminding that just because the Player's Handbook explains in great detail all of our cool combat-related moves doesn't mean that the DMG doesn't give great advice as to how to adjudicate lots of non-combat, highly-improvised, on-the-fly player-initiated coolness.
I am reminded of the Neverwinter Nights toolset, when it first came out. The first few months had scads of simple, straightforward adventures being posted. Then, the mode was finally broken by a few enterprising and creative individuals who truly raised the bar, showing us that the game could be used to replicate a *much* wider range of adventure types, including quite intricate puzzles, quest-heavy adventures, RP-heavy and decision-heavy storylines, and so forth. From then on, people began to see the toolset in a new light.
We just need to get there, as a community.
It doesn't help that the Dragon magazine examples tend towards the "hack 'em hard" adventures. They're easier to write, easier to explain, and easier to sell in a short space of text.
But for home campaigns, I don't see any reason -- any reason whatsoever -- why a 2E vs. a 3.XE vs. a 4E campaign should be functionally all that different, at least from a player-character option perspective.
So if you're getting that feeling of "I don't feel like I can *do* anything" ... I'd say that you and your DM have some chatting to do, and some pages in the DMG to re-read, and some social contracts to re-visit. Get that bridge between the DM and player built up again, and figure out how, as a team, you two can get the game you both want.
I am absoluely certain that this will change as soon as we get a few more months under our belts, and a few more examples of how things can run when we're not tapping power cards. Mostly, though, we need reminding that just because the Player's Handbook explains in great detail all of our cool combat-related moves doesn't mean that the DMG doesn't give great advice as to how to adjudicate lots of non-combat, highly-improvised, on-the-fly player-initiated coolness.
I am reminded of the Neverwinter Nights toolset, when it first came out. The first few months had scads of simple, straightforward adventures being posted. Then, the mode was finally broken by a few enterprising and creative individuals who truly raised the bar, showing us that the game could be used to replicate a *much* wider range of adventure types, including quite intricate puzzles, quest-heavy adventures, RP-heavy and decision-heavy storylines, and so forth. From then on, people began to see the toolset in a new light.
We just need to get there, as a community.
It doesn't help that the Dragon magazine examples tend towards the "hack 'em hard" adventures. They're easier to write, easier to explain, and easier to sell in a short space of text.
But for home campaigns, I don't see any reason -- any reason whatsoever -- why a 2E vs. a 3.XE vs. a 4E campaign should be functionally all that different, at least from a player-character option perspective.
So if you're getting that feeling of "I don't feel like I can *do* anything" ... I'd say that you and your DM have some chatting to do, and some pages in the DMG to re-read, and some social contracts to re-visit. Get that bridge between the DM and player built up again, and figure out how, as a team, you two can get the game you both want.