Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A reason why 4E is not as popular as it could have been
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5460871" data-attributes="member: 42582"><p>Imaro, I really think that this post captures the difference in perspectives very well.</p><p></p><p>I'm not really into the food metaphors, so I'll try and do it literally.</p><p></p><p>On one approach to dimensional travel or heroquesting, what is really important is a set of solid rules dealing which "model" or "give effect to" the ingame reality of time travel etc. So I get a well-defind plane travel spell, rules for severing the silver cord, that sort of thing.</p><p></p><p>I don't know if 3E has all of this (I know its DDG and MoP, but not the later stuff), but obviouly it could. (So could GURPS.)</p><p></p><p>On another approach to dimensional travel or heroquesting, what is really important is a mechanical framework which allows the GM to set up open-ended by thematically-guided conflicts, allows this to be done in real time, and that supports the GM in resolving them at the table. A mechanic which, in virtue of the way in which it handles pacing, and the points at which it permits complication to be injected, and the way theme is able to be reinforced or tested through these factors (etc, etc) puts the <em>players</em> in control of theme rather than vice versa. (As well as its action resolution mechanics, 4e also has a crucial feature of its character build rules that supports this, namely, epic destinies as a guaranteed aspect of play leading to a player-focused endgame - very different from, for example, the old Immortals rules.)</p><p></p><p>This is what 4e offers, and what it is better at than 3E (and Planescape, etc). (And obviously HeroWars/Quest could do this also, and in some ways probably better than 4e - but like I posted upthread, my group also like the mechanical crunch of 4e combat - which HeroWars/Quest is lacking.)</p><p></p><p>It's not about what the mechanics model. It's about the fashion in which the mechanics set up and permit the resolution of conflicts.</p><p></p><p>In my view, Planescape is in fact the poster-child for this difference: metaplot-heavy, and a vehicle for exploring <em>someone else's</em> conception of the moral and metaphysical order of things - not for expressing your own through play.</p><p></p><p>I agree that narrativist games more closely resemble high concept games than "classic style" games (what I've been calling "purist-for-system") in certain respects.</p><p></p><p>But they also differ crucially. For me, the contrast between Planescape (high concept) and The Plane Above (narrativist, except for the Outer Isles stuff which is more high concept but can be mostly ignored, and probably will be in my game) marks just this difference.</p><p></p><p>I've tried again to capture it in my reply to Imago.</p><p></p><p>I've actually found purist-for-system more suitable for vanilla narrativist play than high concept, because while it has the sorts of problems with pacing and encounter design that I've mentioned upthread, unlike a high concept game it generally <em>won't</em> inject someone else's resolution to the thematic questions into the game. The fact that high concept games have <em>already resolved the thematic issues</em>, leaving the players at the table to explore that solution rather than develop their own, is for me the crucial difference.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5460871, member: 42582"] Imaro, I really think that this post captures the difference in perspectives very well. I'm not really into the food metaphors, so I'll try and do it literally. On one approach to dimensional travel or heroquesting, what is really important is a set of solid rules dealing which "model" or "give effect to" the ingame reality of time travel etc. So I get a well-defind plane travel spell, rules for severing the silver cord, that sort of thing. I don't know if 3E has all of this (I know its DDG and MoP, but not the later stuff), but obviouly it could. (So could GURPS.) On another approach to dimensional travel or heroquesting, what is really important is a mechanical framework which allows the GM to set up open-ended by thematically-guided conflicts, allows this to be done in real time, and that supports the GM in resolving them at the table. A mechanic which, in virtue of the way in which it handles pacing, and the points at which it permits complication to be injected, and the way theme is able to be reinforced or tested through these factors (etc, etc) puts the [I]players[/I] in control of theme rather than vice versa. (As well as its action resolution mechanics, 4e also has a crucial feature of its character build rules that supports this, namely, epic destinies as a guaranteed aspect of play leading to a player-focused endgame - very different from, for example, the old Immortals rules.) This is what 4e offers, and what it is better at than 3E (and Planescape, etc). (And obviously HeroWars/Quest could do this also, and in some ways probably better than 4e - but like I posted upthread, my group also like the mechanical crunch of 4e combat - which HeroWars/Quest is lacking.) It's not about what the mechanics model. It's about the fashion in which the mechanics set up and permit the resolution of conflicts. In my view, Planescape is in fact the poster-child for this difference: metaplot-heavy, and a vehicle for exploring [I]someone else's[/I] conception of the moral and metaphysical order of things - not for expressing your own through play. I agree that narrativist games more closely resemble high concept games than "classic style" games (what I've been calling "purist-for-system") in certain respects. But they also differ crucially. For me, the contrast between Planescape (high concept) and The Plane Above (narrativist, except for the Outer Isles stuff which is more high concept but can be mostly ignored, and probably will be in my game) marks just this difference. I've tried again to capture it in my reply to Imago. I've actually found purist-for-system more suitable for vanilla narrativist play than high concept, because while it has the sorts of problems with pacing and encounter design that I've mentioned upthread, unlike a high concept game it generally [I]won't[/I] inject someone else's resolution to the thematic questions into the game. The fact that high concept games have [I]already resolved the thematic issues[/I], leaving the players at the table to explore that solution rather than develop their own, is for me the crucial difference. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A reason why 4E is not as popular as it could have been
Top