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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: 5460545" data-attributes="member: 54877"><p>Yes. That is part of the difficulty, and one of the reasons why it has not been adequately addressed by those of us on the outside who sense the problem.</p><p> </p><p>I think the only way to signficantly increase understanding would be to have an extended, detailed set of related examples covering all aspects of play. To convey skill challenges properly, you must also give enough examples of the encounters and other play to show the context of the skill challenges. And to really do it justice, you'd even have commentary to the side explaining why the skill challenge went a particular way. I'm further hampered by the fact that I'm bringing some home design ideas into my 4E games, and not all of those relevant to helping explain 4E to other people, though they certainly contribute to the fun I'm having with it.</p><p> </p><p>There is a sense in which skill challenge examples written in isolation only serve to fully explore the concept for people who have first gotten over the initial humps.</p><p> </p><p>It is also true that 4E is one of those things that some people aren't going to really grok until they do it for awhile. But if they don't see something attractive, they won't bother. A set of extended examples might convey, "Play like this is what you can expect to see once you've made the effort," which is a lot bigger sell than, "Do this. After mucking around with it for awhile, you might like it." This is doubly true because so many people can and will enjoy 4E as nothing but a tactical skimish game with a thin veneer of roleplaying. They have no reason to grok what else it can do, because they are already enjoying it some other way. Their not infrequent misleading statements about their play--confusing what they do with what 4E can do--has caused a lot of friendly fire in the edition wars. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>I feel another food analogy coming along. So I think I'll just go to lunch before the ads here switch over to Pizza Hut entirely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5460545, member: 54877"] Yes. That is part of the difficulty, and one of the reasons why it has not been adequately addressed by those of us on the outside who sense the problem. I think the only way to signficantly increase understanding would be to have an extended, detailed set of related examples covering all aspects of play. To convey skill challenges properly, you must also give enough examples of the encounters and other play to show the context of the skill challenges. And to really do it justice, you'd even have commentary to the side explaining why the skill challenge went a particular way. I'm further hampered by the fact that I'm bringing some home design ideas into my 4E games, and not all of those relevant to helping explain 4E to other people, though they certainly contribute to the fun I'm having with it. There is a sense in which skill challenge examples written in isolation only serve to fully explore the concept for people who have first gotten over the initial humps. It is also true that 4E is one of those things that some people aren't going to really grok until they do it for awhile. But if they don't see something attractive, they won't bother. A set of extended examples might convey, "Play like this is what you can expect to see once you've made the effort," which is a lot bigger sell than, "Do this. After mucking around with it for awhile, you might like it." This is doubly true because so many people can and will enjoy 4E as nothing but a tactical skimish game with a thin veneer of roleplaying. They have no reason to grok what else it can do, because they are already enjoying it some other way. Their not infrequent misleading statements about their play--confusing what they do with what 4E can do--has caused a lot of friendly fire in the edition wars. :p I feel another food analogy coming along. So I think I'll just go to lunch before the ads here switch over to Pizza Hut entirely. :) [/QUOTE]
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