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4E is for casuals, D&D is d0med
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<blockquote data-quote="Heselbine" data-source="post: 4283853" data-attributes="member: 64878"><p>Let's have a look at some historically important D&D scenarios. I'll concentrate on the ones I'm familiar with, because...those are the ones I'm familiar with.</p><p></p><p>1st edition: T1/Village of Hommlet. A bit of a wander around a village as a prelude to a small dungeon. Reasonable opportunities for role-playing in the village. Very little plot. Dungeon a bit lacking in interest, lots of straightforward fights.</p><p></p><p>2nd edition: the introductory adventure from the Forgotten Realms boxed set. A bit of a wander around a village as a prelude to a small dungeon. If anything, fewer opportunities for role-playing in the village. Virtually no plot, and what there was made no sense. Dungeon a bit more interesting, but difficult to avoid a TPK if you followed it as written.</p><p></p><p>3rd edition: Sunless Citadel. Virtually nothing before the dungeon. Straight into the killing-monsters-and-getting-their-stuff. A pretty good dungeon, in many ways, a fair bit of variation. And Meepo! Which is about all the role-playing that the module gives you.</p><p></p><p>4th edition: KotS. Introductory action, followed by a bit of a wander around a village as a prelude to a variety of encounters. Some plot development. Several different locations. Lots of tactical variation in the fights. But still, let's face it, not a great deal of role-playing.</p><p></p><p>What does this tell us? Pretty much that the ethos of the game has been the same over the four editions. It's always been kill-the-monsters-take-their-stuff with some story elements and roleplaying thrown in. If you want deep immersive role-play D&D has never been your game. I'm very surprised by comments suggesting 4e is different in this regard.</p></blockquote><p></p>
[QUOTE="Heselbine, post: 4283853, member: 64878"] Let's have a look at some historically important D&D scenarios. I'll concentrate on the ones I'm familiar with, because...those are the ones I'm familiar with. 1st edition: T1/Village of Hommlet. A bit of a wander around a village as a prelude to a small dungeon. Reasonable opportunities for role-playing in the village. Very little plot. Dungeon a bit lacking in interest, lots of straightforward fights. 2nd edition: the introductory adventure from the Forgotten Realms boxed set. A bit of a wander around a village as a prelude to a small dungeon. If anything, fewer opportunities for role-playing in the village. Virtually no plot, and what there was made no sense. Dungeon a bit more interesting, but difficult to avoid a TPK if you followed it as written. 3rd edition: Sunless Citadel. Virtually nothing before the dungeon. Straight into the killing-monsters-and-getting-their-stuff. A pretty good dungeon, in many ways, a fair bit of variation. And Meepo! Which is about all the role-playing that the module gives you. 4th edition: KotS. Introductory action, followed by a bit of a wander around a village as a prelude to a variety of encounters. Some plot development. Several different locations. Lots of tactical variation in the fights. But still, let's face it, not a great deal of role-playing. What does this tell us? Pretty much that the ethos of the game has been the same over the four editions. It's always been kill-the-monsters-take-their-stuff with some story elements and roleplaying thrown in. If you want deep immersive role-play D&D has never been your game. I'm very surprised by comments suggesting 4e is different in this regard. [/QUOTE]
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