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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="AbdulAlhazred" data-source="post: 9115416" data-attributes="member: 82106"><p>Yeah, I don't pretend to know what all the other devs thought or understood either. I mean, its not like H1 (KotS) is the only module that doesn't exactly shine. Honestly I have not even read the others in the HPE series, but my impression from what I read about them is that, at best, a couple of them are mediocre. Later modules definitely improved, and there were some Dungeon adventures that looked reasonable (I only really ran one of them, and it wasn't great, but a few others have been considered good). The modules released in the later period seem to have learned some lessons.</p><p></p><p>So, yeah, probably there were issues, though the guys who wrote the DMG1 and Kobold Hall, etc. seemed to at least partly get it. I mean, DMG1 has some pretty solid narrativist type stuff in it.</p><p></p><p>What I found to be missing was dynamism. When I make a 4e encounter something is on fire, exploding, collapsing, running out of control, etc. Never make a static 4e battlefield! This is the game where you pretend you are Spielberg and go wild. If you wouldn't see it in Jurassic Park or Raiders of the Lost Ark, then it don't belong in 4e!</p><p></p><p>They aren't totally ignored, but the parcel treasure system makes players feel like they're getting ripped off when they pay the costs. Its an unfortunate psychological mis-design of 4e. Probably not something you would see until you got it out there and played a bunch, but anything with a GP cost suffers from neglect.</p><p></p><p>Well, they did do that, but you aren't going to win over the usual posters on EW with that I'm afraid.</p><p></p><p>I thought it ENCOURAGED people to be those sorts of players. I mean, I had 4e players that just wanted tactics, and ones that just wanted to go along for the ride and not contribute much or try very hard, but EVEN THOSE people 'got it'. The two I'm thinking of did both eventually drop (one got pissed because the other players weren't optimizers, and the other just had too much else going on to keep playing). So, yeah, it didn't 100% grip everyone. OTOH I did see pretty positive results with 4e getting people's creative juices flowing. I could probably do as well with other games I like running, but it was solid.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9115416, member: 82106"] Yeah, I don't pretend to know what all the other devs thought or understood either. I mean, its not like H1 (KotS) is the only module that doesn't exactly shine. Honestly I have not even read the others in the HPE series, but my impression from what I read about them is that, at best, a couple of them are mediocre. Later modules definitely improved, and there were some Dungeon adventures that looked reasonable (I only really ran one of them, and it wasn't great, but a few others have been considered good). The modules released in the later period seem to have learned some lessons. So, yeah, probably there were issues, though the guys who wrote the DMG1 and Kobold Hall, etc. seemed to at least partly get it. I mean, DMG1 has some pretty solid narrativist type stuff in it. What I found to be missing was dynamism. When I make a 4e encounter something is on fire, exploding, collapsing, running out of control, etc. Never make a static 4e battlefield! This is the game where you pretend you are Spielberg and go wild. If you wouldn't see it in Jurassic Park or Raiders of the Lost Ark, then it don't belong in 4e! They aren't totally ignored, but the parcel treasure system makes players feel like they're getting ripped off when they pay the costs. Its an unfortunate psychological mis-design of 4e. Probably not something you would see until you got it out there and played a bunch, but anything with a GP cost suffers from neglect. Well, they did do that, but you aren't going to win over the usual posters on EW with that I'm afraid. I thought it ENCOURAGED people to be those sorts of players. I mean, I had 4e players that just wanted tactics, and ones that just wanted to go along for the ride and not contribute much or try very hard, but EVEN THOSE people 'got it'. The two I'm thinking of did both eventually drop (one got pissed because the other players weren't optimizers, and the other just had too much else going on to keep playing). So, yeah, it didn't 100% grip everyone. OTOH I did see pretty positive results with 4e getting people's creative juices flowing. I could probably do as well with other games I like running, but it was solid. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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