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General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Imaro" data-source="post: 7559413" data-attributes="member: 48965"><p>I'll keep this brief since I doubt I'm going to change your opinion on this but...</p><p></p><p>As an avid (video) gamer I think you've got some real faulty premises going on in your logic here, I think it's exactly D&D's ability to do the input/reward/feedback loop (that is the basis of it's play) so well that has kept it (and still keeps it) the #1 rpg for most of it's entire lifetime. </p><p></p><p></p><p>IMO some areas where 4e broke this was... too much balance (especially around magic items, encounters, etc.) in these videogames the rewards for exploration are real, you want a god roll weapon or a rare perk or powerful armor that actually powers you up and gives you a real advantage in the game... and if you're good enough, lucky enough or have a good enough team you'll risk more difficult areas of play to get a chance at better rewards. 4e instead gave us the expectation of balanced encounters, bland pseudo rewards that could easily be substituted out with a +x modifier, a set # of treasure parcels at every level, and a power curve that kind of dropped to super easy through paragon and epic tier. Not to mention it then created a combat engine that instead of being exciting, fast paced and easily resolved was sloooowwwww (another area where videogames were already ahead that 4e just made worse). It basically, when played as presented, made exploration, at least from a reward perspective, pointless that's why these videogames do it so much better than 4e. </p><p></p><p>Now honestly I think anything done in perpetuity is going to get boring at some point and I also think your are drawing a false dichotomy between exploration and story/plot... they aren't mutually exclusive or at odds with each other and my preferred method is a combination of the two.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7559413, member: 48965"] I'll keep this brief since I doubt I'm going to change your opinion on this but... As an avid (video) gamer I think you've got some real faulty premises going on in your logic here, I think it's exactly D&D's ability to do the input/reward/feedback loop (that is the basis of it's play) so well that has kept it (and still keeps it) the #1 rpg for most of it's entire lifetime. IMO some areas where 4e broke this was... too much balance (especially around magic items, encounters, etc.) in these videogames the rewards for exploration are real, you want a god roll weapon or a rare perk or powerful armor that actually powers you up and gives you a real advantage in the game... and if you're good enough, lucky enough or have a good enough team you'll risk more difficult areas of play to get a chance at better rewards. 4e instead gave us the expectation of balanced encounters, bland pseudo rewards that could easily be substituted out with a +x modifier, a set # of treasure parcels at every level, and a power curve that kind of dropped to super easy through paragon and epic tier. Not to mention it then created a combat engine that instead of being exciting, fast paced and easily resolved was sloooowwwww (another area where videogames were already ahead that 4e just made worse). It basically, when played as presented, made exploration, at least from a reward perspective, pointless that's why these videogames do it so much better than 4e. Now honestly I think anything done in perpetuity is going to get boring at some point and I also think your are drawing a false dichotomy between exploration and story/plot... they aren't mutually exclusive or at odds with each other and my preferred method is a combination of the two. [/QUOTE]
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