D&D 4E 4E Setting Concept: Out with the Old?

Wisdom Penalty

First Post
[Mods: This is not an exclusively 4E thread, so I put it here. Feel free to move if you must.]

Rich Baker recently mentioned the default concept for an implied 4E setting, and it's here:

http://www.wizards.com/default.asp?x=dnd/drdd/20070829a

Take that as exhibit A.

Then we have Exhibit B. On this side of the house I'll firmly place Eberron.

What I'd like to discuss is the difference between these two schools of thought and, in the end, praise the 4E direction and the Way We Were.

My contention: The differences between these two setting themes extends to (or is a result of) the types of characters we play.

For this discussion, I'm gonna use some gross, extreme stereotypes (below). Caveat emptor.

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Eberron represents, to me, the direction we as D&D gamers have been moving over the past five years. Our campaigns are rife with intrigue and multi-layered machinations. We have politics, politics, and more politics. We have cliques and cults and factions and political parties. Every dungeon must have a purpose, and every chamber should have a latrine. On the player side, we seem to gravitate toward and accept "highbrow" roleplaying. Our motivations are more complex (implication: "better"), we have method acting, we have characters with emotional scars from a bad childhood. In other words...our characters and our campaign settings are much more, well, like the real world. If you're a 37-year old fat guy that can play a female elf who was abused as a child and now seeks to establish a rival political faction to challenge the power of the status quo...you're the New D&D Gamer.

Paizo seems to be drifting in this direction. Read Rise of the Runelords yet? Lots and lots of references to potential romantic liaisons between NPCs (refer to the female examples from a bad home life, above), children with deep-seated angst, sons bent on patricide, etc. In other words, there's plenty of opportunity (and encouragement) for players to delve into soap operaesque threads. (Hey, I love Paizo and I loved Dungeon; I just think the group there has drifted away from the Greyhawk spires they used to hang their hats upon.) I know it may be appealing to our New D&D Gamer, but I'm just not too interested watching Harry (my unshaven, uncouth 41-year old Blockbuster employee and friend) roleplay his love interest with some female half-elf portrayed anime-style in the rulebook.

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Contrast the Old D&D Gamer. Here's a beer & pretzels player. He likes to roll some bones, advance his characters, save the world, and kick some monster butt while doing it. He's no less refined nor intelligent than his New Gamer counterpart; he just plays D&D differently. He doesn't sit around a table to flex his acting muscles; he knows he's not DiCaprio in looks, manner, or ability. Sure, he'll fit a character to a concept and he can have moments of profound coolness on the RP stage...but that's not his meat and drink. He doesn't sit around a table with his buddies to act, he sits around the table to game.

He doesn't understand why every NPC in a village has to have some deep-rooted emotional baggage. Nor does he care. He gets the fact that certain nations may have been at war againts one another, but he doesn't necessarily need to understand the sub-section of the treaty that brought about the truce. In his world, dwarves don't like half-orcs and the feeling's mutual. Not everyone has to be friends. Political correctness is an anachronism. There's nothing wrong with towns filled with taverns and taverns filled with comely wenches that slap down tankards of ale and platters of meet on the table before him.

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So we have the New Gamer, and we have the Old Gamer, and it appears - in my opinion - that 4E's implied setting concept favors the Old Gamer. And this is Good.

Despite the way it may appear, I know that 90% of us are somewhere in between my two characterizations above. That's why I picked extreme examples, just to highlight the end poles.

That said, I think the community - both our gaming products and our approach - would be well-served in taking a few steps "back" toward Gygaxian D&D wherein the intrigue stems from the simple fact that no one knows what's beyond the next hill, politics remain an unknown concept, romantic trysts consist of a turn in the louse-infested pallet with the tavern's buxom waitress (if at all), and monsters exist to be killed.

W.P.
 

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I think the difference in setting flavor between the default setting and Eberron will be welcome. This allows for variety of playing styles rather than carbon copying and creating a setting that is no different than the default. Personally, despite my love for Eberron, I might use the default setting whenever I decide to switch to 4e. Buying and reading up on someone else's setting just to keep with consistency can be exhausting sometimes.
 

I stopped being the 'Old D&D Gamer' within a year of getting into the hobby. And that was when I was 14, over a quarter-century ago. Straight-up dungeon romps haven't been a regular staple of my game since. They're still fun and all, but I'd never go back to a pure diet of them.
 

Rodrigo Istalindir said:
I stopped being the 'Old D&D Gamer' within a year of getting into the hobby. And that was when I was 14, over a quarter-century ago. Straight-up dungeon romps haven't been a regular staple of my game since. They're still fun and all, but I'd never go back to a pure diet of them.

I've got to agree with Rodrigo here. It's been a while since I DMed an 'Old Style' game by your definition (although I do still play in one). Really, if the game's just about going in, killing monsters and taking their stuff (along with, perhaps, a little min/maxing, etc), divorced from any interesting pc-pc or pc-npc interaction, than D&D really doesn't have much to differentiate itself from Diablo II. The computer knows the rules a lot better (and enforces them a lot better) than any DM. If it's just mechanical butt-kicking, the human DM isn't really necessary. :\

A setting that's rich with social interactions (as well as combat) and allows the characters to craft a story with me is something that I think will never be matched by any other form of gaming. No computer game will ever allow the amount of freedom in shaping the story that a good DM does. Not to mention that good roleplaying with friends is an experience that lends itself to face-to-face play.

I realize that different folks have different style, but personally, I'd be disappointed to see 4th head back to a more 'hack-and-slash' default (not that it would change how games in my house are played, of course :)). I quit WoW because I was bored of just killing monsters and taking their stuff.
 

I don't see it as Old Gamer vs New Gamer.

It is more about the detail level.

What is a more sellable product - one in which there is minimal detail and it is up to the DM to create or flesh out what elements he wants (old Greyhawk as a case in point)?

Or one in which there is degree of detail that the DM can modify or ignore at his whim?

I don't know the marketing answer to that but I prefer the latter. I want a certain level of detail that I either use, ignore, modify or use as inspiration for my own creativity for plot and story.

My view from the cheap seats is that WOTC's new default setting is going the minimal detail , create what you want the setting to be for your group route.

Which is fine. Great for the homebrewers and those who have the time and desire to make the setting what they want.

Just not for me. I prefer settings with detail which I can ignore or use or modify as I like.

To each his own...
 

I think that targeting Mearls' silent majority of gamers is a good thing. Like anything else, I'm going to wait to see what the new setting is like before I decide if that's what WotC's doing here. Although it looks like it!
 

The difference is only in how a D&D game setting is presented in the rules AS A DEFAULT. The "points of light" mindset applies to game setting EXAMPLES. Unless I'm greatly misunderstanding things, it has nothing to suggest, no impact upon ACTUAL settings. Eberron and FR won't change their flavor. New settings being released are actually UNLIKELY to conform to a "points of light" approach.

I would suggest that the reasons for the "points of light" approach for examples is that it frees them from infringing on the VERY setting-specific impacts of political/social dynamics. I wouldn't read any more into it than that.
 


I like the OP's setup, although I think he's right to say it describes trends, not gamers.

For example, I take deep delight in doing both: making the OG rules, as silly and unrealistic as they are, make sense. This is largely a question of "why" -- "Why" is the dungeon there; "why" do the monsters guard treasure; etc.

So, I see the Points of Light setting as, honestly, a step forward. Greyhawk felt ad-hoc and odd. A lot of it just didn't make sense. And while a lot of intellectual properties benefit from an iterative and incremental approach, Greyhawk never really seemed to hang together.

Points of Light is a setting that tells us, politically and socially, "why" bands of adventurers are not a silly fourth-wall-breaking phenomenon. Which is the most important thing a setting can do.
 

I actually think that with the new implied setting there's even more potential to put the heroes up front and in the center, not just as the individuals making a difference in a world of darkness and isolation, but as fully-fledged characters with their own flaws, hopes, dreams, and connections with each other. You could easily graft the Heroic Archetypes rules from Bad Axe Games (adapted for the True20 companion) to this setting, because it really is all about the Hero, his Mentor, the Maiden, the Shadow, the Trickster, etc etc.

Dragonlance, when it first started, was very much a "points of light" campaign setting. I like to describe it as a post-apocalyptic western. A band of heroes from a backwater town return after years trying to find hope, and get caught up in the battle to drive back the darkness. Ruins, isolation, the return of what was lost, etc. Great stuff. Very D&D, and by the sounds of it, very 4E.

Cheers,
Cam
 

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