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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: 5461758" data-attributes="member: 42582"><p>In BECMI immortality is something ultimately under the control of the GM. In 4e the players gets to choose his/her version of immortality, and the onus is then on the GM to offer up situations/challenges that speak to the players' choice.</p><p></p><p>It would be over simplistic, but the summary could be this: BECMI immortality is about the player exploring the GM and game system's conception of immortality; 4e is about the player engaging with his/her own conception of immortality.</p><p></p><p></p><p>4e isn't "no cosequences". Rather, it's "no obligation on the part of the player to conform to the GM's/designers' moral conception".</p><p></p><p>If the absence of <em>those sorts</em> of consequences means there are no consequences in your game for betrayal or apostasy then you're probably not wanting to play a mythic game at all.</p><p></p><p>Related to this: I don't think the moral landscape of Planescape really is easily changed - the moral answers are baked right into the planar landscape. I don't think that Planescape would very easily cope with a player deciding that heroism requires working with devils against Celestia, whereas the way 4e's heavens are set up - in particular a history whose dynamics and consequences and conflicts are still unfolding - this sort of decision could mark the dramatic point in a game (eg maybe it's about Asmodeus's role in guarding Tharizdun, or being a general against the primordials).</p><p></p><p>The absene of metaplot is also an important part of this.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5461758, member: 42582"] In BECMI immortality is something ultimately under the control of the GM. In 4e the players gets to choose his/her version of immortality, and the onus is then on the GM to offer up situations/challenges that speak to the players' choice. It would be over simplistic, but the summary could be this: BECMI immortality is about the player exploring the GM and game system's conception of immortality; 4e is about the player engaging with his/her own conception of immortality. 4e isn't "no cosequences". Rather, it's "no obligation on the part of the player to conform to the GM's/designers' moral conception". If the absence of [I]those sorts[/I] of consequences means there are no consequences in your game for betrayal or apostasy then you're probably not wanting to play a mythic game at all. Related to this: I don't think the moral landscape of Planescape really is easily changed - the moral answers are baked right into the planar landscape. I don't think that Planescape would very easily cope with a player deciding that heroism requires working with devils against Celestia, whereas the way 4e's heavens are set up - in particular a history whose dynamics and consequences and conflicts are still unfolding - this sort of decision could mark the dramatic point in a game (eg maybe it's about Asmodeus's role in guarding Tharizdun, or being a general against the primordials). The absene of metaplot is also an important part of this. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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