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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: 5464175" data-attributes="member: 54877"><p>That argument is not pure metagame. It is a lot of metagame, but also metagame grounded in the fiction through a particular preference on how things are named or described. I can see people preferring that, for immersion if nothing else.</p><p> </p><p>I bet Imaro and pawsplay like fairly detailed PC backgrounds, too. I don't recall them saying. I'm basing that guess on nothing more than the way I understand their preferences here. <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><p> </p><p>I was thinking on my drive home that one of the ways in which people don't understand my preferences is that our group is very "impressionistic" in our approach. We do prefer a certain amount of abstraction, too, but I've been sloppily talking about "abstraction" versus "detail," when the opposite of "abstraction" is "concrete." "Detail," in the way many people use it for roleplaying games, is often the opposite of "impressionistic." </p><p> </p><p>I go looking through the 2E monster manual--or even more telling, one of the Forgotten Realms 2E specialty priests books, I'm looking for little gems that spark my imagination. The details are rather numbing otherwise. Then I remembered that people complained about the 4E monster manual because it had so little text--it is a boring read. It is to me, too, but I don't want to read it anymore than I want to that specialty priest book. The little gems are still there. They are just names of powers, or a knowledge check, or whatnot, and I'll find them looking up a monster for an idea, or browsing half asleep--not reading them straight. </p><p> </p><p>It is very much the way I used to lay on the couch when I was 5, on a rainy day, and study the Monet street scene that hung in our living room. All the really interesting stuff that happens in our games comes out of impressions gained like that, or gained during play based off of the impression created by everyone at the table. We've never done much of anything with lots of details written about X.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5464175, member: 54877"] That argument is not pure metagame. It is a lot of metagame, but also metagame grounded in the fiction through a particular preference on how things are named or described. I can see people preferring that, for immersion if nothing else. I bet Imaro and pawsplay like fairly detailed PC backgrounds, too. I don't recall them saying. I'm basing that guess on nothing more than the way I understand their preferences here. :) I was thinking on my drive home that one of the ways in which people don't understand my preferences is that our group is very "impressionistic" in our approach. We do prefer a certain amount of abstraction, too, but I've been sloppily talking about "abstraction" versus "detail," when the opposite of "abstraction" is "concrete." "Detail," in the way many people use it for roleplaying games, is often the opposite of "impressionistic." I go looking through the 2E monster manual--or even more telling, one of the Forgotten Realms 2E specialty priests books, I'm looking for little gems that spark my imagination. The details are rather numbing otherwise. Then I remembered that people complained about the 4E monster manual because it had so little text--it is a boring read. It is to me, too, but I don't want to read it anymore than I want to that specialty priest book. The little gems are still there. They are just names of powers, or a knowledge check, or whatnot, and I'll find them looking up a monster for an idea, or browsing half asleep--not reading them straight. It is very much the way I used to lay on the couch when I was 5, on a rainy day, and study the Monet street scene that hung in our living room. All the really interesting stuff that happens in our games comes out of impressions gained like that, or gained during play based off of the impression created by everyone at the table. We've never done much of anything with lots of details written about X. [/QUOTE]
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