Glyfair
Explorer
Looking at Bruce Cordell's latest blog entry, I was reminded of some things that have been discussed about 4E monsters by the designers. One of the things they considered a major positive was the players not knowing what was coming around the corner. When they fought a monster, they didn't necessarily know how it was going to fight. After all, did you know that hobgoblins keep strange beasts?
Thinking of all the changes in the core background, I begin to see a pattern. They are keeping enough of the old D&D to make it "D&D." However, they are also not afraid to change things to keep it fresh.
Lots of complaints I've seen lately on the boards about 3E has dealt with a lack of "sense of wonder." It's been discussed pretty thoroughly, but a strong case was made that "sense of wonder" comes with learning the game and the game world, not knowing what's coming around the corner.
Perhaps one of the major goals of 4E is to try to recapture some of that sense of wonder. Keep the players off their toes. Make it easier for a DM to improvise a monster on the fly or adapt it quickly. Come up with fresh evocative themes that haven't already been tread on a billion times.
Thoughts?
Thinking of all the changes in the core background, I begin to see a pattern. They are keeping enough of the old D&D to make it "D&D." However, they are also not afraid to change things to keep it fresh.
Lots of complaints I've seen lately on the boards about 3E has dealt with a lack of "sense of wonder." It's been discussed pretty thoroughly, but a strong case was made that "sense of wonder" comes with learning the game and the game world, not knowing what's coming around the corner.
Perhaps one of the major goals of 4E is to try to recapture some of that sense of wonder. Keep the players off their toes. Make it easier for a DM to improvise a monster on the fly or adapt it quickly. Come up with fresh evocative themes that haven't already been tread on a billion times.
Thoughts?