The Little Raven
First Post
hong said:Keeping the rules mysterious is the shallowest and most insipid form of mystery you can get.
Indeed.
Ignorance and mystery are entirely different.
hong said:Keeping the rules mysterious is the shallowest and most insipid form of mystery you can get.
Bollocks.Keeping the rules mysterious is the shallowest and most insipid form of mystery you can get.
rounser said:Bollocks.
Why should the players know about that artifact you've created? Right, they shouldn't. So it's a surprise and stuff.
hong said:Keeping the rules mysterious is the shallowest and most insipid form of mystery you can get.
Oh, so that's your context for this?:I wasn't aware you could get a dozen artifacts by 10th level, in any edition of D&D. Truly, this is a remarkably mysterious world you have created.
Still bollocks, IMO. What about surprise? What about discovery? You're too far long gone from discovering the game to understand these things? What about games like Paranoia?Keeping the rules mysterious is the shallowest and most insipid form of mystery you can get.
rounser said:Oh, so that's your context for this?:
Still bollocks, IMO. What about surprise? What about discovery?
You're too far long gone from discovering the game to understand these things? What about games like Paranoia?
Everyone may memorise the magic items and monsters, but it's drawing a long bow not to see what magic items in the PHB are really about: a cynical marketing scheme to sell magic items books to players.
What a complete and utter straw man. Many things can add to the feel of a D&D game, like not knowing what a strange monster is, and this is one of them. But no, it's all black and white to you.If the only things that can provide surprise and discovery in your game are the properties of magic items, then you run an exceedingly shallow and inspid game.
Yeah, well, it's like as was pointed out: 4E is a love letter to hardcore gamers. Vorpal swords are about as special to jaded long term players of the game as iron rations are, and taking all the magic out of magic seems almost as if it were a design goal for both Eberron and 4E. No wonder you can't see the problem.Okay, now that's funny.
It will be for you, and your wallet, perhaps, as you try to "complete" the game.You say this like it's a negative thing.
rounser said:What a complete and utter straw man. Many things can add to the feel of a D&D game, like not knowing what a strange monster is, and this is one of them.
To suggest that you should throw the baby out with the bathwater just in case someone, somewhere is using it as a crutch for introducing mystique in their campaign is a gigantic joke of a strawman.
Yeah, well, it's like as was pointed out: 4E is a love letter to hardcore gamers. Vorpal swords are about as special to long term players of the game as iron rations are, and taking all the magic out of magic is like a design goal for both Eberron and 4E. No wonder you can't see the problem.
It will be for you, and your wallet. I'm not getting on that treadmill, though.
Thank you hong, for telling me the delight I experienced when first discovering D&D was badwrongfun. Shallow and insipid fun, in fact.Indeed it is. It is also the most shallow and insipid way of doing so.
But it's a crutch, and it's shallow and insipid, so it's bad and wrong. Clearly they should be prevented from doing so.That someone can continue using it as a crutch all they want. There is nothing that says DMs can't introduce new types of magic items to the game, beyond those featured in the books. If anything, 4E even makes it easier for them to do so, since they no longer have to fiddle with random magic item tables to insert their new items.
It's not a black and white thing, though, and you're making it out to be. There's a lot that goes into the feel of a game. Paranoia hides rules because it's funny when the PCs don't know what's going on. D&D can hide rules for a magic item because sometimes it can be more fun to not even know that something exists, let alone have the rules for it in front of you. That's not insipid and shallow, it's actually kind of thrilling and entertaining, like opening a wrapped present.Hey, I'm not the one who introduced Paranoia into the thread.
rounser said:Thank you hong, for telling me the delight I experienced when first discovering D&D was badwrongfun. Shallow and insipid fun, in fact.
But it's a crutch, and it's shallow and insipid, so it's bad and wrong. Clearly they should be prevented from doing so.
I think we should put some errata to that effect in the DMG: "If you do not report the rules for all new magic items to the players upon creation, you are being shallow and insipid, and are clearly incapable of introducing mystique in your campaign world in any other way. Put the books down and back away from the dice."
In fact, let's report all campaign secrets to the players at the outset.
It's not a black and white thing, though, and you're making it out to be. There's a lot that goes into the feel of a game. Paranoia hides rules because it's funny when the PCs don't know what's going on. D&D can hide rules for a magic item because sometimes it can be more fun to not even know that something exists, let alone have the rules for it in front of you. That's not insipid and shallow, it's actually kind of thrilling and entertaining, like opening a wrapped present.