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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: 5465208" data-attributes="member: 54877"><p>That is one way to get to the problem, but it wasn't what I had in mind. I think historically it is more a case of people trying to navigate the issue that roleplaying games are not novels. Lots of things got tried, and some of them resonated. In the meantime, game writers are trying to cater to rules mavens, Jane Austen wannabees, and a host of others. So they try to make compromises. Sometimes, those compromises caused more trouble than they were worth. When they even cared or knew about those issues--see below.</p><p> </p><p>That is, I think the line of thought went something like this: "I like LotR. But this is a group game and wizards shouldn't have all the fun. OTOH, I should be able to get something analogous to the fellowship and play an adventure with them."</p><p> </p><p>In retrospect, it is easy to see that making wizards about the same moxie as other classes, most power levels, would have been just fine, and then Gandalf could have been higher. But at the time, the designers didn't care about that at all. They just wanted to make stuff up that would let them do their strange mix of wargaming and quasi-Vancian exploration, and the rules were working fine for that.</p><p> </p><p>It was 3E before this issue in the fan base even registered strongly enough on the designers for them to put it on the list of things to be solved. <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>Edit: Also please note that the LotR issue is <strong>one</strong> example of the larger problem. It is not the only one by any means. Also, despite the tenor of this example, it is not a given that the 4E designers always chose wisely in their things to make hard decisions upon, or in their solutions. (And really, batting .300 on that kind of thing would be pretty amazing.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5465208, member: 54877"] That is one way to get to the problem, but it wasn't what I had in mind. I think historically it is more a case of people trying to navigate the issue that roleplaying games are not novels. Lots of things got tried, and some of them resonated. In the meantime, game writers are trying to cater to rules mavens, Jane Austen wannabees, and a host of others. So they try to make compromises. Sometimes, those compromises caused more trouble than they were worth. When they even cared or knew about those issues--see below. That is, I think the line of thought went something like this: "I like LotR. But this is a group game and wizards shouldn't have all the fun. OTOH, I should be able to get something analogous to the fellowship and play an adventure with them." In retrospect, it is easy to see that making wizards about the same moxie as other classes, most power levels, would have been just fine, and then Gandalf could have been higher. But at the time, the designers didn't care about that at all. They just wanted to make stuff up that would let them do their strange mix of wargaming and quasi-Vancian exploration, and the rules were working fine for that. It was 3E before this issue in the fan base even registered strongly enough on the designers for them to put it on the list of things to be solved. :) Edit: Also please note that the LotR issue is [B]one[/B] example of the larger problem. It is not the only one by any means. Also, despite the tenor of this example, it is not a given that the 4E designers always chose wisely in their things to make hard decisions upon, or in their solutions. (And really, batting .300 on that kind of thing would be pretty amazing.) [/QUOTE]
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