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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: 5459772" data-attributes="member: 42582"><p>I think it is pretty trivial to run a brilliant and deep FRPG in which the issue of <em>how much things cost</em>, and <em>how long it takes to weave a basket</em>, simply never comes up.</p><p></p><p>Of published mechanical systems that would handle this, at least three that spring to mind are The Burning Wheel, d20 Conan and HeroWars/Quest.</p><p></p><p>I don't think that's in dispute. What's in dispute is whether the only really imaginative things are basket weaving and child-killing paladins. There are other elements of the fantasy genre on which I prefer to focus my imagine while playing the game. It doesn't follow from this difference of imaginative focus that I'm not imagining.</p><p></p><p>The system speaks for itself. I'm simply trying to refute the suggestion that my game is a series of random encounters with no depth or imagination.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5459772, member: 42582"] I think it is pretty trivial to run a brilliant and deep FRPG in which the issue of [I]how much things cost[/I], and [I]how long it takes to weave a basket[/I], simply never comes up. Of published mechanical systems that would handle this, at least three that spring to mind are The Burning Wheel, d20 Conan and HeroWars/Quest. I don't think that's in dispute. What's in dispute is whether the only really imaginative things are basket weaving and child-killing paladins. There are other elements of the fantasy genre on which I prefer to focus my imagine while playing the game. It doesn't follow from this difference of imaginative focus that I'm not imagining. The system speaks for itself. I'm simply trying to refute the suggestion that my game is a series of random encounters with no depth or imagination. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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