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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="Aldarc" data-source="post: 9224393" data-attributes="member: 5142"><p>You are making a number of assumptions here, likely stemming from your own naturalist preferences and philosophical approaches to setting. For example, I don't take it for granted that a place made entirely out of fire is interesting. It was not for me. So when you say that it's the job of the adventuring party to want things, I can tell you that I never wanted to go to the planes of the Great Wheel. Nothing about it was interesting. I never went to the plane of fire because no GM or player ever found the various elemental and paraelemental planes interesting enough to go there. Nothing about them particularly made me wanted to visit them with my characters. They had no pull for me. In contrast, the World Axis cosmology did have that sort of pull. The Elemental Chaos seemed interesting to me in a way that a single plane of pure fire did not. Suddenly, I was interested in the planes. I now wanted to adventure there. I now wanted to see the Feywild, the Shadowfell, the Elemental Chaos, and the Astral Sea. I now wanted to push my characters towards opportunities that let them explore these places. That's why I find it difficult to care about your very naturalistic view of setting, because ultimately, I now had fun doing so where I was not having fun before, and the adventure-focus of the World Axis cosmology's design contributed to my fun. </p><p></p><p></p><p>This feels a little too OneTrueWay for my taste, particularly this notion about "the whole point of the game" or the implication here that 4e's adventurable World Axis lies outside "the real D&D fantasy."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9224393, member: 5142"] You are making a number of assumptions here, likely stemming from your own naturalist preferences and philosophical approaches to setting. For example, I don't take it for granted that a place made entirely out of fire is interesting. It was not for me. So when you say that it's the job of the adventuring party to want things, I can tell you that I never wanted to go to the planes of the Great Wheel. Nothing about it was interesting. I never went to the plane of fire because no GM or player ever found the various elemental and paraelemental planes interesting enough to go there. Nothing about them particularly made me wanted to visit them with my characters. They had no pull for me. In contrast, the World Axis cosmology did have that sort of pull. The Elemental Chaos seemed interesting to me in a way that a single plane of pure fire did not. Suddenly, I was interested in the planes. I now wanted to adventure there. I now wanted to see the Feywild, the Shadowfell, the Elemental Chaos, and the Astral Sea. I now wanted to push my characters towards opportunities that let them explore these places. That's why I find it difficult to care about your very naturalistic view of setting, because ultimately, I now had fun doing so where I was not having fun before, and the adventure-focus of the World Axis cosmology's design contributed to my fun. This feels a little too OneTrueWay for my taste, particularly this notion about "the whole point of the game" or the implication here that 4e's adventurable World Axis lies outside "the real D&D fantasy." [/QUOTE]
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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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