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6 months later: impressions of 4e
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<blockquote data-quote="Cam Banks" data-source="post: 4616686" data-attributes="member: 3817"><p>Ferratus crossposted this over at <a href="http://www.dragonlanceforums.com" target="_blank">the Dragonlance Nexus forums</a>, so I figured I'd just copy my own reply there, here.</p><p></p><p>My current observation of the game is that D&D finally understands what it is and what it is supposed to be doing, which means that a lot of features that seem like tactical wargame elements are perfectly fine being there. D&D is an action-adventure game featuring brave heroes who fight monsters and overcome challenges in dynamic environments, gaining power over time so that they will be able to fight even more powerful monsters later and overcome even more powerful challenges.</p><p></p><p>It has fully embraced this concept and purpose. I don't think a lot of people are going to be terribly happy with that, but I also think that it's the first time since Gygax and Arneson started doing this thing back in the 70's that it has.</p><p></p><p>The good news for people who like other sorts of play experience is that the RPG market is now catering to many more playstyles than it used to. If you like character immersion, where your personality and emotions are just as important to you as your magic items, then D&D isn't your game, but you may like Burning Wheel. If you like a much more modular sort of framework for your game without the levels and constant MMO-style grind, you'd be better off with something like GURPS. If you want to rule over a kingdom, barony, or even just a company of mercenaries, go with Greg Stolze's REIGN.</p><p></p><p>I have always found it fairly easy to tweak D&D to suit my play style and that of my friends, and I do it in spite of what the rules are purposed towards. That's why my current Castlemourn 4E game with the folks here at Margaret Weis Productions is filled with intrigue and snarky NPCs and hidden masterminds and stuff, but none of that is really taken care of by the game or even the character sheets. The actual game part is pretty much just combat and dungeon crawling, and that's just how it was back when I first started.</p><p></p><p>Cheers,</p><p>Cam</p></blockquote><p></p>
[QUOTE="Cam Banks, post: 4616686, member: 3817"] Ferratus crossposted this over at [url=http://www.dragonlanceforums.com]the Dragonlance Nexus forums[/url], so I figured I'd just copy my own reply there, here. My current observation of the game is that D&D finally understands what it is and what it is supposed to be doing, which means that a lot of features that seem like tactical wargame elements are perfectly fine being there. D&D is an action-adventure game featuring brave heroes who fight monsters and overcome challenges in dynamic environments, gaining power over time so that they will be able to fight even more powerful monsters later and overcome even more powerful challenges. It has fully embraced this concept and purpose. I don't think a lot of people are going to be terribly happy with that, but I also think that it's the first time since Gygax and Arneson started doing this thing back in the 70's that it has. The good news for people who like other sorts of play experience is that the RPG market is now catering to many more playstyles than it used to. If you like character immersion, where your personality and emotions are just as important to you as your magic items, then D&D isn't your game, but you may like Burning Wheel. If you like a much more modular sort of framework for your game without the levels and constant MMO-style grind, you'd be better off with something like GURPS. If you want to rule over a kingdom, barony, or even just a company of mercenaries, go with Greg Stolze's REIGN. I have always found it fairly easy to tweak D&D to suit my play style and that of my friends, and I do it in spite of what the rules are purposed towards. That's why my current Castlemourn 4E game with the folks here at Margaret Weis Productions is filled with intrigue and snarky NPCs and hidden masterminds and stuff, but none of that is really taken care of by the game or even the character sheets. The actual game part is pretty much just combat and dungeon crawling, and that's just how it was back when I first started. Cheers, Cam [/QUOTE]
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