Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Bridging the cognitive gap between how the game rules work and what they tell us about the setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Argyle King" data-source="post: 9274666" data-attributes="member: 58416"><p>Sure, I could cherry pick, but I wasn't. </p><p></p><p>Those are simply examples that still stand out to me, even after not playing for years. </p><p></p><p>It's less "cherry picking" and more that the 'edge cases' were the norm for the games in which I played. The Strahd example I gave was how a lot of encounters with legendary creatures went. Later monster math started to help, but later books also allowed characters to mix and match elements to become stronger. Somewhere, I have a notebook with which I was re-writing Elites, Solos, XP budgets, and Skill Challenges. The 'official' ideas were good; the execution was a mixed bag; the advice for how to run the game and subsequent changes to the mentality of the system went in what I feel was the wrong direction. </p><p></p><p>I 100% agree that there was a lot of fun such as riding logs and such. Some of my own examples include a room that moved as if the PCs were inside of a rubix cube; a fight between two groups traveling on gondolas; mining carts, and etc. </p><p></p><p>One of my issues with 4E was that the PCs and monsters interacted with the world around them very differently. </p><p></p><p>Am I saying PCs and monsters should be built the same? No. I am not. </p><p></p><p>However, comparing the PCs to the (for lack of better words) physics engine math that the in-game world was built upon highlighted that the PCs were effectively superheroes compared to the world around them. In contrast, creatures that the lore suggested should be serious threats -when comparing what they could do against the 'physics engine'- showed less proficiency than the lore would suggest. Juxtaposing the three sets of concepts for how game elements should work could (and for my group, often did) produce unusual results. </p><p></p><p>As said, in time, I learned ways to improve that. That learning process included running the game very differently than WoTC suggested I should; running games that were (as you said) "gonzo" and had very little resemblance to the fantasy world(s) implied by D&D lore; and remembering to turn off certain parts of my brain. </p><p></p><p>4E was a good rpg with a lot of positive aspects; I'm just not sure it was always very good at being D&D; and it was rather poor at telling some of the stories I wanted to tell. </p><p></p><p>I loved the 4E preview books and wish some more of that vibe made it into the final product. Though, all things considered, I think I generally enjoyed 4E more than I enjoy the current state of 5E.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9274666, member: 58416"] Sure, I could cherry pick, but I wasn't. Those are simply examples that still stand out to me, even after not playing for years. It's less "cherry picking" and more that the 'edge cases' were the norm for the games in which I played. The Strahd example I gave was how a lot of encounters with legendary creatures went. Later monster math started to help, but later books also allowed characters to mix and match elements to become stronger. Somewhere, I have a notebook with which I was re-writing Elites, Solos, XP budgets, and Skill Challenges. The 'official' ideas were good; the execution was a mixed bag; the advice for how to run the game and subsequent changes to the mentality of the system went in what I feel was the wrong direction. I 100% agree that there was a lot of fun such as riding logs and such. Some of my own examples include a room that moved as if the PCs were inside of a rubix cube; a fight between two groups traveling on gondolas; mining carts, and etc. One of my issues with 4E was that the PCs and monsters interacted with the world around them very differently. Am I saying PCs and monsters should be built the same? No. I am not. However, comparing the PCs to the (for lack of better words) physics engine math that the in-game world was built upon highlighted that the PCs were effectively superheroes compared to the world around them. In contrast, creatures that the lore suggested should be serious threats -when comparing what they could do against the 'physics engine'- showed less proficiency than the lore would suggest. Juxtaposing the three sets of concepts for how game elements should work could (and for my group, often did) produce unusual results. As said, in time, I learned ways to improve that. That learning process included running the game very differently than WoTC suggested I should; running games that were (as you said) "gonzo" and had very little resemblance to the fantasy world(s) implied by D&D lore; and remembering to turn off certain parts of my brain. 4E was a good rpg with a lot of positive aspects; I'm just not sure it was always very good at being D&D; and it was rather poor at telling some of the stories I wanted to tell. I loved the 4E preview books and wish some more of that vibe made it into the final product. Though, all things considered, I think I generally enjoyed 4E more than I enjoy the current state of 5E. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Bridging the cognitive gap between how the game rules work and what they tell us about the setting
Top