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4e rules will make some games much harder to run
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<blockquote data-quote="rob626" data-source="post: 4112234" data-attributes="member: 58916"><p><strong>sort of on topic</strong></p><p></p><p>I am glad there are others out there with an aversion to the battlemat. Although the mat clarifies a lot it does remove me from the action inside my head.</p><p></p><p>So for those of us with more emphasis on narrative spatial relationships rather than concretely defined space, this brings a follow up question:</p><p></p><p>How can we use online tools to enhance our gaming experience? I am not talking about the tabletop. That's great for what it does, but by direct representation it still removes an element of immersion for me.</p><p></p><p>I have been toying with the idea of Ventrillo-based 4ed game with Diceroller and chat support. (And not to hijack the thread overmuch, but please send me a private message if you are interested as well. Now back to our regularly scheduled programming)</p><p></p><p>The benefits of almost complete story immersion without the break into skirmish mindset that I felt in 3.5 is a worthwhile goal as far as I am concerned. I am not sure it can be easily supported within the 4ed framework.</p><p></p><p>Perhaps limiting the classes allowed in the game? Perhaps a small restructuring of the existing powers into "narrative space" instead of squares? </p><p></p><p>I do like Keterys' explanation and it fits well with my playstyle. "You push him into the bookcase" rather than "you push him 10'". Also, FitzTheRouke hit the nail on the head: I remember battles without mats as my character sees things where with a mat I remember pushing minis.</p><p></p><p>My last observation on the matless game is this: the transition from battle to scene and back again is much less jarring and leaves open more options. My experience has shown that when the mat rolls out players limit thier options on when to end a combat scene to "victory or death". When the combat scene is gridless then I have seen other options emerge- negotiation, flight, cinematic stuff that just seemed squashed when the map comes out. </p><p></p><p>When you have to have the description of the encounter area held in your head you remember details you can use to spice up the encounter and work with the environment.</p></blockquote><p></p>
[QUOTE="rob626, post: 4112234, member: 58916"] [b]sort of on topic[/b] I am glad there are others out there with an aversion to the battlemat. Although the mat clarifies a lot it does remove me from the action inside my head. So for those of us with more emphasis on narrative spatial relationships rather than concretely defined space, this brings a follow up question: How can we use online tools to enhance our gaming experience? I am not talking about the tabletop. That's great for what it does, but by direct representation it still removes an element of immersion for me. I have been toying with the idea of Ventrillo-based 4ed game with Diceroller and chat support. (And not to hijack the thread overmuch, but please send me a private message if you are interested as well. Now back to our regularly scheduled programming) The benefits of almost complete story immersion without the break into skirmish mindset that I felt in 3.5 is a worthwhile goal as far as I am concerned. I am not sure it can be easily supported within the 4ed framework. Perhaps limiting the classes allowed in the game? Perhaps a small restructuring of the existing powers into "narrative space" instead of squares? I do like Keterys' explanation and it fits well with my playstyle. "You push him into the bookcase" rather than "you push him 10'". Also, FitzTheRouke hit the nail on the head: I remember battles without mats as my character sees things where with a mat I remember pushing minis. My last observation on the matless game is this: the transition from battle to scene and back again is much less jarring and leaves open more options. My experience has shown that when the mat rolls out players limit thier options on when to end a combat scene to "victory or death". When the combat scene is gridless then I have seen other options emerge- negotiation, flight, cinematic stuff that just seemed squashed when the map comes out. When you have to have the description of the encounter area held in your head you remember details you can use to spice up the encounter and work with the environment. [/QUOTE]
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4e rules will make some games much harder to run
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