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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Brainstorming a "Phil. of 4e 101" resource
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6679809" data-attributes="member: 82106"><p>OK, so, what is a vision statement for 4e then?</p><p></p><p>1) The characters are the stars. Story is king.</p><p></p><p>2) Monsters and challenges serve the character's story too. </p><p></p><p>3) Treasures and items don't overshadow story and character.</p><p></p><p>4) The game is about the character's journey, not a contest to win advancement.</p><p></p><p>5) The rules are there to help you do what you want and have fun, not to limit your game. Reflavor, extrapolate, and extemporize.</p><p></p><p>6) The crazier, the better. Keep the action going, go from danger to even bigger danger. If its crazy now, make it crazier. If it isn't on fire, burn it. If it isn't falling down, knock it over. If it doesn't fly, why not?</p><p></p><p>7) Simple rules that cover everything and then get out of your way. All the things that happen in the game can be summarized with one mechanic. The rules are there to help, not to be puzzled over and memorized. </p><p></p><p>8) World building and story creation are a shared activity.</p><p></p><p>9) Ease of play at the table. Leave the complex parts for character building. The focus in play is on the play, not on obscure rules.</p><p></p><p>10) Remember, its a fantasy game, have fun. </p><p></p><p>Just playing with that, lol. I don't think this is particularly canonical, but maybe I hit most of the salient points somewhere in there?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6679809, member: 82106"] OK, so, what is a vision statement for 4e then? 1) The characters are the stars. Story is king. 2) Monsters and challenges serve the character's story too. 3) Treasures and items don't overshadow story and character. 4) The game is about the character's journey, not a contest to win advancement. 5) The rules are there to help you do what you want and have fun, not to limit your game. Reflavor, extrapolate, and extemporize. 6) The crazier, the better. Keep the action going, go from danger to even bigger danger. If its crazy now, make it crazier. If it isn't on fire, burn it. If it isn't falling down, knock it over. If it doesn't fly, why not? 7) Simple rules that cover everything and then get out of your way. All the things that happen in the game can be summarized with one mechanic. The rules are there to help, not to be puzzled over and memorized. 8) World building and story creation are a shared activity. 9) Ease of play at the table. Leave the complex parts for character building. The focus in play is on the play, not on obscure rules. 10) Remember, its a fantasy game, have fun. Just playing with that, lol. I don't think this is particularly canonical, but maybe I hit most of the salient points somewhere in there? [/QUOTE]
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Brainstorming a "Phil. of 4e 101" resource
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