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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="overgeeked" data-source="post: 9097178" data-attributes="member: 86653"><p>I would say that procedures are not rules, per se. They're a framework to make things easier at the table. Like initiative. It utterly fails to replicated anything approaching "reality" but it makes things dramatically easier as a game. If you care about that. If you want that. If...</p><p></p><p>Different tools for different jobs. Do I want to play that game by that designer, then I'll play that game. Do I want to immerse myself in a world, then I'll play it FKR.</p><p></p><p>It all depends on the game and what you're after. Do you want downtime to be a big part of your game, then sure...talk about downtime activities. I'm more than over the notion of having rules for everything. It's infinitely easier to ask the player what they want to do and come up with something than to have however many pages of rules covering as many common possibilities as possible. If nothing else, pull Questing for the Impossible from DCC RPG and be done. You want a cool thing, here's the quest you need to go on. Done.</p><p></p><p>That said, a focused game with a focused play loop could be fun. Something like say monster hunting and crafting from harvested monster parts would be cool. But you don't need rules for every possibility. It's absurdly unwieldy.</p><p></p><p>That's not an assumption you should make. You'd be wrong. I've literally set up entire dungeon crawling segments of games as nothing but skill checks and/or a skill challenge. It works so...so much better than marching zombie-like through each dreary step of each dreary procedure just because it's written down. If the procedure helps you, great...use it. If the procedure gets in your way, drop it like it's hot.</p><p></p><p>It actually works better and easier. Casters are limited to their imaginations and what limits the referee puts on magic in their world. So much better than 200+ pages of spells to look up and forget. "I want to freeze that guy in place." "Okay, roll it." Instead of wondering about spells, slots, what you have memorized or prepared, etc. Vastly easier with out all that mess in the way.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9097178, member: 86653"] I would say that procedures are not rules, per se. They're a framework to make things easier at the table. Like initiative. It utterly fails to replicated anything approaching "reality" but it makes things dramatically easier as a game. If you care about that. If you want that. If... Different tools for different jobs. Do I want to play that game by that designer, then I'll play that game. Do I want to immerse myself in a world, then I'll play it FKR. It all depends on the game and what you're after. Do you want downtime to be a big part of your game, then sure...talk about downtime activities. I'm more than over the notion of having rules for everything. It's infinitely easier to ask the player what they want to do and come up with something than to have however many pages of rules covering as many common possibilities as possible. If nothing else, pull Questing for the Impossible from DCC RPG and be done. You want a cool thing, here's the quest you need to go on. Done. That said, a focused game with a focused play loop could be fun. Something like say monster hunting and crafting from harvested monster parts would be cool. But you don't need rules for every possibility. It's absurdly unwieldy. That's not an assumption you should make. You'd be wrong. I've literally set up entire dungeon crawling segments of games as nothing but skill checks and/or a skill challenge. It works so...so much better than marching zombie-like through each dreary step of each dreary procedure just because it's written down. If the procedure helps you, great...use it. If the procedure gets in your way, drop it like it's hot. It actually works better and easier. Casters are limited to their imaginations and what limits the referee puts on magic in their world. So much better than 200+ pages of spells to look up and forget. "I want to freeze that guy in place." "Okay, roll it." Instead of wondering about spells, slots, what you have memorized or prepared, etc. Vastly easier with out all that mess in the way. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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