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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="shadzar" data-source="post: 5456999" data-attributes="member: 6667746"><p>I don't have a story planned out, but the things the PCs CAN interact with. There isn't much empty room where they can reach.</p><p></p><p>Like your town here HAD a ruler to begin with, you just gave him stats. Otherwise you are saying the town had no governing body until the players wanted to speak to a member of it?</p><p></p><p>Wait, you said JIT is in response to players something is created, but your examples all just sound like prior planned descriptions, not something created with JIT just because the players want to interact and engage with it. Like your town ruler, it existed, you just didn't fill in all the blanks. The fact a ruler existed was part of the setting. Your JIT created the person, not the position.</p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> I don't know about that. When running a game you sort of need to know where things are so you don't end up placing Neverwinter on top of Waterdeep. A DM needs to know where things are to maintain the continuity, otherwise the players will end up seeing it.</p><p></p><p>Neverwinter is 30 miles due North of where you are.</p><p>ENville is 50 miles due North</p><p>Waterdeep is 20 miles due South of ENville.</p><p></p><p>If the DM doesn't have his stuff together ready to play, I would rather call it a night and wait until the enxt time when he is. It is bad enough players flipping manuals waiting to find the right thing at times, when a DM does it, he looks disorganized.</p><p></p><p></p><p></p><p>I am seeing the problem here...our playstyles dont agree with each other. I would definitely not want something like "does this group of people have information on X" to be something done at the last minute.</p><p></p><p>Maybe your JIT and the link giving just isnt translating some piece of key info that explains it in the creation field,.</p><p></p><p>Just seems a clash of playstyles in translation is all.</p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> What does 4th edition tiers have to do with medieval?</p><p></p><p>You are seeing medieval in just "things". Like the previous discussion where medieval came in there is a bit more that is offered in older editions than in 4th. The caste system and feudalism in parts were there, while 4th is lacking them totally? As that poster mentioned it jsut wasn't enough of the feudalism and caste system for their liking to consider it medieval, but it was there, and now is not.</p><p></p><p>I don't see medieval when looking at 4th. I honestly see more along the lines of Star Wars looking past the "things" such a the equipment lists. Even then it isn't a real structured government.</p><p></p><p>It looks more like a sword and sorcery world and society such as Conan, with high fantasy mechanics with magic items and users running rampant.</p><p></p><p></p><p></p><p></p><p>Yes high fantasy fits well in medieval parameters, we agree on that.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> You will have to show me where it says anything about that.</p><p></p><p>That whole section I am lost on until we get this "only 10% humans can gain levels" sorted out.</p><p></p><p></p><p></p><p>The gods creating the world is pretty much assumed in ALL fantasy games, says nothing about setting.</p><p></p><p>Again the "monsters" to engage in combat in at a certain level, is not really something that sets up the game world in regards to the setting.</p><p></p><p>Just because 4th edition makes some mechanics around the concept of forcing players to fight gods at certain levels, it doesn't mean other editions couldn't do so, nor again does it help really create a setting for the game. This is part of the mechanical design.</p><p></p><p></p><p></p><p>Again gods don't really set anything up. All have them or don't. Very minor detail of a setting. What are the gods doing? Again nothing until you reach a level to fight them. Paladins can go off mass murdering children and still be a paladin after sitting on the pile of corpses polishing his armor.</p><p></p><p>These things aren't very many, you act like throwing them out is hard to do, finding useful parts to piece together was the problem had in the thread I linked.</p><p></p><p>You have to search the books and read every word to piece together the setting.</p><p></p><p>This was mentioned by someone else, maybe yourself; that things may have been taken for granted in other editions as you moved up, but 4th offers so much less than any previous edition.</p><p></p><p>Has someone made and index, not a website/wiki, of what pages in the PHB to find the bits and pieces of PoL?</p><p></p><p>Like I said, I surely don't see medieval just because the gear used.</p><p></p><p></p><p></p><p>Which is where the need for a setting comes for some, or where the lack of popularity comes from those that are looking for that "map and timeline" style game.</p><p></p><p>It seems to work for you, and gives you what you are looking for. While hitting your mark, it sadly misses it for others. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p></p><p>Well it sure feels like it to me. As one who likes the exploration aspect rather than constant hack-n-slash, 4th seems to be wanting...</p><p></p><p>4th seems a great dungeon crawl creation tool. I don't want to only play dungeon crawls.</p><p></p><p>Popularity is based on the interest in the game, which is in turn based on the "feeling" it gives people.</p><p></p><p>It feels good to you, but to me I feel like I have been given slices of bread and am looking for the rest of my sandwich so I can start devouring it.</p></blockquote><p></p>
[QUOTE="shadzar, post: 5456999, member: 6667746"] I don't have a story planned out, but the things the PCs CAN interact with. There isn't much empty room where they can reach. Like your town here HAD a ruler to begin with, you just gave him stats. Otherwise you are saying the town had no governing body until the players wanted to speak to a member of it? Wait, you said JIT is in response to players something is created, but your examples all just sound like prior planned descriptions, not something created with JIT just because the players want to interact and engage with it. Like your town ruler, it existed, you just didn't fill in all the blanks. The fact a ruler existed was part of the setting. Your JIT created the person, not the position. :confused: I don't know about that. When running a game you sort of need to know where things are so you don't end up placing Neverwinter on top of Waterdeep. A DM needs to know where things are to maintain the continuity, otherwise the players will end up seeing it. Neverwinter is 30 miles due North of where you are. ENville is 50 miles due North Waterdeep is 20 miles due South of ENville. If the DM doesn't have his stuff together ready to play, I would rather call it a night and wait until the enxt time when he is. It is bad enough players flipping manuals waiting to find the right thing at times, when a DM does it, he looks disorganized. I am seeing the problem here...our playstyles dont agree with each other. I would definitely not want something like "does this group of people have information on X" to be something done at the last minute. Maybe your JIT and the link giving just isnt translating some piece of key info that explains it in the creation field,. Just seems a clash of playstyles in translation is all. :confused: What does 4th edition tiers have to do with medieval? You are seeing medieval in just "things". Like the previous discussion where medieval came in there is a bit more that is offered in older editions than in 4th. The caste system and feudalism in parts were there, while 4th is lacking them totally? As that poster mentioned it jsut wasn't enough of the feudalism and caste system for their liking to consider it medieval, but it was there, and now is not. I don't see medieval when looking at 4th. I honestly see more along the lines of Star Wars looking past the "things" such a the equipment lists. Even then it isn't a real structured government. It looks more like a sword and sorcery world and society such as Conan, with high fantasy mechanics with magic items and users running rampant. Yes high fantasy fits well in medieval parameters, we agree on that. :confused: You will have to show me where it says anything about that. That whole section I am lost on until we get this "only 10% humans can gain levels" sorted out. The gods creating the world is pretty much assumed in ALL fantasy games, says nothing about setting. Again the "monsters" to engage in combat in at a certain level, is not really something that sets up the game world in regards to the setting. Just because 4th edition makes some mechanics around the concept of forcing players to fight gods at certain levels, it doesn't mean other editions couldn't do so, nor again does it help really create a setting for the game. This is part of the mechanical design. Again gods don't really set anything up. All have them or don't. Very minor detail of a setting. What are the gods doing? Again nothing until you reach a level to fight them. Paladins can go off mass murdering children and still be a paladin after sitting on the pile of corpses polishing his armor. These things aren't very many, you act like throwing them out is hard to do, finding useful parts to piece together was the problem had in the thread I linked. You have to search the books and read every word to piece together the setting. This was mentioned by someone else, maybe yourself; that things may have been taken for granted in other editions as you moved up, but 4th offers so much less than any previous edition. Has someone made and index, not a website/wiki, of what pages in the PHB to find the bits and pieces of PoL? Like I said, I surely don't see medieval just because the gear used. Which is where the need for a setting comes for some, or where the lack of popularity comes from those that are looking for that "map and timeline" style game. It seems to work for you, and gives you what you are looking for. While hitting your mark, it sadly misses it for others. :( Well it sure feels like it to me. As one who likes the exploration aspect rather than constant hack-n-slash, 4th seems to be wanting... 4th seems a great dungeon crawl creation tool. I don't want to only play dungeon crawls. Popularity is based on the interest in the game, which is in turn based on the "feeling" it gives people. It feels good to you, but to me I feel like I have been given slices of bread and am looking for the rest of my sandwich so I can start devouring it. [/QUOTE]
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