Scribble said:
Wait... What do 3rd party products have to do with improvisation?
They spoke to the idea that the rules did not confine you, but rather gave you a baseline to launch from. What the proliferation of these companies -- which were often just formalized and (sometimes) better-tested house rules -- showed was that a DM could easily take the baseline 3e mechanics and feel free to tweak away on the fly without too much concern, thus opening up vistas of improvisation.
It's sort of like: improv actors have "stocks." Stock situations, stock characters, stock lines. The improvisation occurs as these are remixed, mutated, and recombined with new audience input. The rules of the D&D game, for those of us who like to improvise, serve as those "stocks."
3rd party publishers showed how easy it was to combine the "stocks" in different ways for whatever effect you were going for (from Telekinetic Jellyfish to Litorian Armigers).
Scribble said:
I think when they designed it, rather then look at what they "intend for you to do" they looked at what the majority of people DO, and built in options for them.
See, that gets the whole game design desire/fulfillment thing backwards, if that is what they did.
They have to see the things they WANT the players to do, and then design incentives (carrots and sticks) to get players to do it.
Of course D&D players have always taken the game in their own directions (which is a great selling point of D&D), but then you build game rules for what they want to do.
Game design is, IMO, a big process of desire-making and reward-distributing (and it's not unlike much creative art in that regard, but I digress).
Scribble said:
Chances are they'll find whatever limited list they do have (oh it says I can swing a sword, so... I do that.) Or, they'll think up one or two things, and when they discover they work, will continue to do those same things over and over (essentially making their own list.)
Right. AKA: The Powers System.
Scribble said:
Back in the day people got upset because there weren't rules for various actions.
So the game gives more rules, and now people get upset because the game has rules for doing things...
I diverge with a lot of the "true grognards" when I put my flag in the sand with this:
You need rules for things you want players to do with your game.
The amount of rules you have for a thing effectively speaks to what you want people playing the game to spend their time doing. Rules are there to resolve conflict, after all. If it's not important, and it doesn't affect your game, you're not going to need a rule to adjudicate it.
Which is why 4e's support of intricate combat rules and it's lack of support for solid noncombat rules is such an axe for me to grind.
TerraDave said:
What incentives? Are these in essentials and not in 08D&D? Were they ever in D&D? Main incentives by RAW have always been to kill things, take stuff. Then some secondary support for story goals, role-playing etc. (and even 1E had this, burried in the training rules). And again, the game gives the pcs the hammer it gives.
I was speaking pretty broadly, there, but there are some incentive differences between Essentials and '08. For instance, the lack of martial dailies in Essentials decreases the incentive to justify a PC's abilities by circumstance, chance, luck, or metagame need. There's others, too.
AbdulAlhazred said:
You can do JUST AS MUCH with the 4e stunting/skill system as with any other system.
I'm not saying you can't. I'm saying there's not much incentive for it. The game doesn't reward it. The game discourages it. The game doesn't really want you do to it, but it'll oblige you if you happen to demand that.
It's not a binary can/can't thing, it's a "will they want to or not?" thing.
And "as any other system?" Have you played
Feng Shui?
AbdulAlhazred said:
I can't speak for anyone else, but I've never said ANY system sucked. I haven't heard other people say that either here.
If you can look at Tony Vargas's post and tell me with a straight face that saying "people are unhappy because 4e is such a good game that they don't have those shared suffering experiences" is not actually a condescending position, there's not much I can do to help you see it.