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*TTRPGs General
A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Crazy Jerome" data-source="post: 5457782" data-attributes="member: 54877"><p>Agree with the second sentence, but not the first. It is a tangent for "allows" a believable world. It is not a tangent for "lets the GM easily and naturally construct" a believable world.</p><p> </p><p>Some people want a modicum of crafting rules. If they are substandard, no big deal. Deal with the problems as they arise, tweak it, or any number of things. They whole thing is rather an aside. Not me. I want good crafting rules or no crafting rules. Because bad crafting rules sit there and nag at me all out of proportion to their effect on the world. Even if we never use them, it drains energy out of my world crafting that could be better spent elsewhere. (Of course, with 20/20 hindsight, I could now run 3E more successfully by simply house ruling that the craft and profession rules, skills, and feats did not exist. Would have been a lot less draining than trying to make them better.)</p><p> </p><p>I think this is because I already know something about how medieval crafting functioned in real life, and I have an idea of how magic would change it. So a crafting system tossed in almost as an afterthought doesn't help me the same way that it might someone who wants a place, any place, to start. </p><p> </p><p>It is exactly the same dynamic with having a plot in a pre-written adventure. I'm pretty good with plots. If there is a substandard plot in an adventure, that is more work for me to untangle it, fix it, excise it. I'm not so good with NPC names and mannerisms. If you give me a great plot and ask me to wing the NPC, I'll be irritated. Someone else may thrive. Leave out the plot and give me interesting NPCs, it will flip.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5457782, member: 54877"] Agree with the second sentence, but not the first. It is a tangent for "allows" a believable world. It is not a tangent for "lets the GM easily and naturally construct" a believable world. Some people want a modicum of crafting rules. If they are substandard, no big deal. Deal with the problems as they arise, tweak it, or any number of things. They whole thing is rather an aside. Not me. I want good crafting rules or no crafting rules. Because bad crafting rules sit there and nag at me all out of proportion to their effect on the world. Even if we never use them, it drains energy out of my world crafting that could be better spent elsewhere. (Of course, with 20/20 hindsight, I could now run 3E more successfully by simply house ruling that the craft and profession rules, skills, and feats did not exist. Would have been a lot less draining than trying to make them better.) I think this is because I already know something about how medieval crafting functioned in real life, and I have an idea of how magic would change it. So a crafting system tossed in almost as an afterthought doesn't help me the same way that it might someone who wants a place, any place, to start. It is exactly the same dynamic with having a plot in a pre-written adventure. I'm pretty good with plots. If there is a substandard plot in an adventure, that is more work for me to untangle it, fix it, excise it. I'm not so good with NPC names and mannerisms. If you give me a great plot and ask me to wing the NPC, I'll be irritated. Someone else may thrive. Leave out the plot and give me interesting NPCs, it will flip. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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