I'm starting to lose a little steam, but have enjoyed the go-arounds - some really good stuff in this thread. A couple final thoughts/responses:
In total; I do not think the 5e "big tent" approach will facilitate what they're looking for (One D&D to Rule Them All). I've been extremely skeptical of the design theory from the beginning. At its core is an ethos of (i) "Rulings Not Rules", (ii) its GM advice advocating hand-waved or fudged DCs and contests, and (iii) its embedded, somewhat opaque, task resolution mechanics that drive toward granular exploration of GM setting. It is quite literally anathema to (i) my preferred ethos ("Drive Play Toward Conflict - Every moment of play, roll dice or say yes."), (ii) fidelity to the action resolution mechanics, and (iii) transparent, conflict resolution mechanics that focus on fiction (including setting) emerging from resolving player intent within a scene-based architecture.
I find myself both fascinated and confused with this paragraph - the latter because I don't fully understand it and feel like I need a rosetta stone, because you're using a lot of lingo and conceptual models that some Forge-esque or at least designerspeak, but the former because what I
do understand is quite interesting!
Can you re-phase the difference between the two ethos ("ethi"?)? What I hear you saying is that the Next approach harkens back to the old school, which in turn is somewhat in line with the "myth of the pre-given world" - characters exploring a pre-made setting, and that the rules are general guidelines and flexible. Whereas what I hear you saying about your preferred ethos is that the setting arises out of the actions of the PCs, and that the rules are set in stone, providing a solid foundation for the agreement between players and DM. Is that basically it or am I off base?
I've said from the beginning that it looks like, feels like, plays like, and promotes 2e era play. I think they will catch a very wide audience but it won't be the One D&D to Rule Them All that they are looking for. The ethos, system, and technique issues at the core of these disputes make the realization of that ideal impossible.
While I started in the early 80s with 1e, I probably played more D&D during 2e era than any other era, although mainly before "2.5" of Player's Options. If what you say is true, I don't mind it in terms of the
feel - but I'm rather attached to a clearly defined core mechanic ala 3e and 4e.
As for the One D&D to Rule Them All, I still don't see whi it isn't possible if: a) the maintain a very simple core system, and b) offer modular options that can be layered on as desired by DMs, even players. I suppose the problem is that by doing that they might not do any particular style (or modular theme) better than specific editions; in other words, they won't "out-4e 4e." But they will be able to, at least, provide some of the dynamic quality of the AEDU power structure, if there's a modular option for it.
Related question: If we accept that certain realms of imaginative exploration have been closed off in newer rulesets, does that necessarily imply an *overall* lost of space for imagination? Can the new rules not help support imaginative play in realms the older designs don't?
Interesting question. My answer is: why not? Its not about new or old, but what the new and old rules are, and what sort of paradigm they enact.
I also wouldn't say that "certain realms of imaginative exploration have been closed off in newer rulesets" as much as they have been de-emphasized or obfuscated, or perhaps the focus has changed towards other domains. But, as far as I can tell, any "imaginative realm" that was possible in 1983 is possible in 2013, but the medium has changed.
If a GM has a model of world physics that is purely Newtonian, but I have an understanding of quantum mechanics, there will be points (although, admittedly, few of them) where what the GM says happens simply disagrees with my model of reality. If we were talking about the real world, the GM would simply be wrong. But this isn't because the GM is being a "jerk" or trying to be mean or contradictory - it's because they sincerely believe in a model that differs from mine.
Yes, this is so true - and applies to every avenue of life.
The advantage of rules, here, is that they define what the outcome of certain character choices in the game world are in a way that the GM and the player agree on (because they read the rules and agreed to play by them). Whether or not the rules are really "realistic" is immaterial; they provide a shared model that allows both "sides" to understand how interaction between the character and the environment will work. In this sense it is "player empowering", because it gives the player a knowledge of the game world that lets them see the game world more like their character would see it - with comprehension rather than ignorance - and make in-character choices that are informed rather than wild-assed guesses, at least in the areas that their character is supposed to be good at.
Yes, I agree here - well said. Its similar to a reader suspending disbelief when entering the world of a fantasy novel. If the author is skilled and clear about the 'rules of the world" - magic, etc - then the reader will follow along willingly. But they must be internally consistent.
Yep - I agree with this. This is why the folks on the Forge talked in terms of systems supporting specific styles of play rather than enforcing them. The difference is not that a style of play is possible with one ruleset but impossible with another - it's that a style of play is easy with one ruleset and hampered with another.
Yes, exactly. This has been my point with 4e - the "old school" theater of mind combat is "hampered" by the 4e AEDU paradigm, which requires focused attention the battlemat and relatively pre-determined outcomes. It opens up other possibilities, and certainly the old approach is still possible, just hampered.
As an aside to this, I don't see "immersion" as necessarily the primary aim of roleplaying. It's AN aim - and a perfectly valid one - but not THE aim of roleplaying. In some styles it is emphasised, in others it's not.
This is probably true. I realize that one error in my original post and some of the later discussion is that I was subconsciously talking about a lot more than RPGs, even RPGs secondarily. I can't even say that I play RPGs for "imaginative immersion" which, for me, pays off with the sense of wonderment. I
write for that reason, or I read, setting books or novels, but I
play to have fun with friends, at least first and foremost.
All I can say is this: for the aspects of RPG that it is good at, I find 4E to be the best system on the market. For what older editions of D&D are particularly good at, I find that there are other systems that do the job in a way that I prefer.
Yup. In my mind, there is no beating 4e's battlemat combat, perhaps among other things. I just found that, over time, its flavor was too specific (for me); game sessions were too repetitive. Part of this was due to my own fault, or not having enough time to design and run the type of game I really wanted to, but a lot of it was the nature of the game itself. Again, 4e's strengths are shadowed by corresponding weaknesses; the balance among classes is shadowed by the homogeneity of powers. And so on.