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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="pemerton" data-source="post: 5454499" data-attributes="member: 42582"><p>Cool!</p><p></p><p>I half agree and half disagree with this.</p><p></p><p>As to your point (a): agreed, but the actions of the PCs will tend to set up many future situations, so it's not quite as difficult as you suggest.</p><p></p><p>As to your point (b), which I see as continuing into the post-snippage quoted sentence: you're right that this won't work for players who are mostly interested in world exploration - but as long as they're mostly interested in playing out conflicts that their PCs find themselves in, then even when they "go off the edge of the map", they will be provoking new situations, or will engage in the ones you (as GM) present - so the solution to (a) is also the solution to (b).</p><p></p><p>To see how I actually run this sort of game, and to see how it avoids railroading, have a look at the actual play report I've linked to a couple of post up. </p><p></p><p>Whereas to me, W&M gives me all the info I need to run 4e as a "just-in-time" game, because as well as the ingame info about the world and it's monsters, it tells me how the designers see them being used. And this helps me solve the "world creation on the fly" problem that you point to in your post.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5454499, member: 42582"] Cool! I half agree and half disagree with this. As to your point (a): agreed, but the actions of the PCs will tend to set up many future situations, so it's not quite as difficult as you suggest. As to your point (b), which I see as continuing into the post-snippage quoted sentence: you're right that this won't work for players who are mostly interested in world exploration - but as long as they're mostly interested in playing out conflicts that their PCs find themselves in, then even when they "go off the edge of the map", they will be provoking new situations, or will engage in the ones you (as GM) present - so the solution to (a) is also the solution to (b). To see how I actually run this sort of game, and to see how it avoids railroading, have a look at the actual play report I've linked to a couple of post up. Whereas to me, W&M gives me all the info I need to run 4e as a "just-in-time" game, because as well as the ingame info about the world and it's monsters, it tells me how the designers see them being used. And this helps me solve the "world creation on the fly" problem that you point to in your post. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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