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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="innerdude" data-source="post: 6077898" data-attributes="member: 85870"><p>This has never been the problem in my mind. This is fairly self-evident. I'm simply wondering why this is considered a particularly salient point as a "strength" for the 4e rule set. You choose to play a paladin, and by golly, your character's mechanical crunch has them act like a paladin. This is hardly different than 3e, or 1e.</p><p></p><p>When pemerton talks about this it's in context of this being a <em>unique feature of 4e that </em>supports a specific kind of "narrative value," and frankly I don't see how 4e's approach is any more effective than any other system's approach. If the player has the desire to explore those narrative "spaces," then he or she is going to express that desire in their character build. They're going to choose mechanics that allow them to represent themselves in that fashion. You chose to be a paladin, you act like a paladin. How is this unique and exciting, and somehow evidence that 4e has some magic "narrativist storytelling dust" that other systems don't?</p><p></p><p>Are we simply assuming that "choosing to fight in a thematically appropriate way" makes it easier / more relevant to explore paladin-ey themes?</p></blockquote><p></p>
[QUOTE="innerdude, post: 6077898, member: 85870"] This has never been the problem in my mind. This is fairly self-evident. I'm simply wondering why this is considered a particularly salient point as a "strength" for the 4e rule set. You choose to play a paladin, and by golly, your character's mechanical crunch has them act like a paladin. This is hardly different than 3e, or 1e. When pemerton talks about this it's in context of this being a [I]unique feature of 4e that [/I]supports a specific kind of "narrative value," and frankly I don't see how 4e's approach is any more effective than any other system's approach. If the player has the desire to explore those narrative "spaces," then he or she is going to express that desire in their character build. They're going to choose mechanics that allow them to represent themselves in that fashion. You chose to be a paladin, you act like a paladin. How is this unique and exciting, and somehow evidence that 4e has some magic "narrativist storytelling dust" that other systems don't? Are we simply assuming that "choosing to fight in a thematically appropriate way" makes it easier / more relevant to explore paladin-ey themes? [/QUOTE]
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4th edition, The fantastic game that everyone hated.
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