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A Wrought Iron Fence Made of Tigers
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<blockquote data-quote="IceFractal" data-source="post: 4479920" data-attributes="member: 27704"><p>I'd say it's not that it doesn't support the story, it's that it doesn't inform the story. 4E's rules are very effect-based, which is great if you already know what story you want to tell and just need to fit the appropriate components to it. What they won't help you with is generating inspiration for a story, or providing a logical next step to an ongoing one. I guess I'd call this property generative or "cause-based".</p><p></p><p>For instance, 4E monsters - they are generic enough they can be easily reflavored to fit your needs. So if you know you want fire-breathing wolf monsters that attack the PC in a medium-sized group in open terrain, you can simply find a monster of the appropriate level and role and flavor as needed. But conversely, it's hard to draw much inspiration from a monster's stats - you can't look a demon, see what it can do, and use that for an idea of what plans it might try, as you could in previous editions.</p><p></p><p></p><p>An example that might clarify things a bit:</p><p>Ultimate Effect-Based Character Creation - HERO system. You can make any type of character, down to fine details, with the exact abilities you want. But you have to know exactly what those abilties are, because the game isn't going to guide you in the slightest (though the DM hopefully will).</p><p></p><p>Ultimate Cause-Based Character Creation - Traveller. There's a thread somewhere on rpg.net where someone goes through the entire lifepath process randomly, and manages to generate a character with history, quirks, goals, rivalries and more - starting from absolutely nothing. </p><p></p><p></p><p>Personally, I like a system with a bit of both, because while I like the game to give me some inspiration, I also have my own plans for stories and characters. I can definitely see where Kamikaze Midget is coming from - for a campaign that's more about exploration than nonstop action (combat or otherwise), having rules that wait for you to give them purpose can make the DM's job a lot harder.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 4479920, member: 27704"] I'd say it's not that it doesn't support the story, it's that it doesn't inform the story. 4E's rules are very effect-based, which is great if you already know what story you want to tell and just need to fit the appropriate components to it. What they won't help you with is generating inspiration for a story, or providing a logical next step to an ongoing one. I guess I'd call this property generative or "cause-based". For instance, 4E monsters - they are generic enough they can be easily reflavored to fit your needs. So if you know you want fire-breathing wolf monsters that attack the PC in a medium-sized group in open terrain, you can simply find a monster of the appropriate level and role and flavor as needed. But conversely, it's hard to draw much inspiration from a monster's stats - you can't look a demon, see what it can do, and use that for an idea of what plans it might try, as you could in previous editions. An example that might clarify things a bit: Ultimate Effect-Based Character Creation - HERO system. You can make any type of character, down to fine details, with the exact abilities you want. But you have to know exactly what those abilties are, because the game isn't going to guide you in the slightest (though the DM hopefully will). Ultimate Cause-Based Character Creation - Traveller. There's a thread somewhere on rpg.net where someone goes through the entire lifepath process randomly, and manages to generate a character with history, quirks, goals, rivalries and more - starting from absolutely nothing. Personally, I like a system with a bit of both, because while I like the game to give me some inspiration, I also have my own plans for stories and characters. I can definitely see where Kamikaze Midget is coming from - for a campaign that's more about exploration than nonstop action (combat or otherwise), having rules that wait for you to give them purpose can make the DM's job a lot harder. [/QUOTE]
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