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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="pemerton" data-source="post: 9226098" data-attributes="member: 42582"><p>I can't comment on general propositions - but I can report that I've never played 4e in a pick up context or with strangers. I played it with an established group. And we didn't use the assumptions of organised play (=, as best I can tell, railroads). We used the assumptions of player-driven GMing set out in the 4e books.</p><p></p><p>We played 4e face-to-face, using tokens on paper maps, and piling on other tokens to keep track of effects.</p><p></p><p>And I think this is one reason why 4e was not popular with many RPGers who enjoyed 3E and post-Gygaxian AD&D.</p><p></p><p>In 3E and 2nd ed-style AD&D, the GM has largely unlimited power over what happens outside of combat, and very extensive power over what happens in combat. Even without fudging, the GM can decide where NPCs/creatures move, who they attack, etc.</p><p></p><p>4e D&D creates a framework for non-combat resolution (skill challenges, which as per my conversation upthread with [USER=6671663]@Autumnal[/USER] belong to the same family of resolution systems as extended scene resolution in HeroWars/Quest, Maelstrom Storytelling, Burning Wheel etc), and in combat it gives the players a lot of capacity to shape how things unfold (with CaGI being a poster-child for that). Then there are player-authored quests, magic item "wish lists", etc.</p><p></p><p>It does not default to GM-driven play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9226098, member: 42582"] I can't comment on general propositions - but I can report that I've never played 4e in a pick up context or with strangers. I played it with an established group. And we didn't use the assumptions of organised play (=, as best I can tell, railroads). We used the assumptions of player-driven GMing set out in the 4e books. We played 4e face-to-face, using tokens on paper maps, and piling on other tokens to keep track of effects. And I think this is one reason why 4e was not popular with many RPGers who enjoyed 3E and post-Gygaxian AD&D. In 3E and 2nd ed-style AD&D, the GM has largely unlimited power over what happens outside of combat, and very extensive power over what happens in combat. Even without fudging, the GM can decide where NPCs/creatures move, who they attack, etc. 4e D&D creates a framework for non-combat resolution (skill challenges, which as per my conversation upthread with [USER=6671663]@Autumnal[/USER] belong to the same family of resolution systems as extended scene resolution in HeroWars/Quest, Maelstrom Storytelling, Burning Wheel etc), and in combat it gives the players a lot of capacity to shape how things unfold (with CaGI being a poster-child for that). Then there are player-authored quests, magic item "wish lists", etc. It does not default to GM-driven play. [/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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