• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Confirm or Deny: D&D4e would be going strong had it not been titled D&D

Was the demise of 4e primarily caused by the attachment to the D&D brand?

  • Confirm (It was a solid game but the name and expectations brought it down)

    Votes: 87 57.6%
  • Deny (The fundamental game was flawed which caused its demise)

    Votes: 64 42.4%

Hmmm, I think my question may have come across incorrectly. I was actually genuinely admiring the way 4e proponents defend the system. There's clearly something that resonates with those that have truly embraced it.
4e is the only version of D&D that I have GMed since being a member of ENworld (when I joined I was GMing Rolemaster, though mostly using D&D fiction - Oriental Adventures, to be precise). I didn't migrate from earlier versions of D&D to 4e. I migrated from Rolemaster to 4e, in part because I had become increasingly aware of problems with RM relative to my RPGing desires, reading the Forge had helped me work out what some of those problems were, and 4e promised to overcome most of them.

My posting on 4e has had two main strands. One has been posting about my game, comparing notes with others on approaches, techniques, episodes of play, etc. That is the standard sort of posting one expects on a hobby forum. It's a functional analogue of chatting at a games club. I would hope everyone who posts on ENworld is as passionate about their hobby as I am - if you're not enjoying your RPGing, why are you spending time doing it?!

The other strand has been explaining, in various contexts and in response to a range of different posters, how 4e works as an RPG.

When WotC announced the release of 4e, and started previewing its mechanics, it was pretty clear to me that it would be a "Forge-y" version of D&D. That was borne out as we saw symmetric resource suites for players, increasing the use of fortune-in-the-middle resolution (eg death saves, inspirational healing), skill challenges, etc.

During this preview phase there was a lot of discussion about these things. I remember one poster who is still quite active on these boards trumpeting over this preview article on skill challenges, suggesting that those who had been looking forward to skill challenges as an indie-stye closed scene resolution were going to be disappointed. (In fact, skill challenges turned out to be exactly this, as was pretty clear in that preview itself.)

For reasons that I only partly understand, there is a widespread view. at least among online D&D players, that games that use some of these techniques aren't really RPGs, and hence that 4e is not really an RPG. I respond fairly passionately to that too, but for different reasons - when I come online to talk about my hobby, it's frustrating to be told that I'm not really an RPGer at all but a skirmish gamer, or boardgamer, or MMOer, etc.

As to why 4e resonates with me - what are its features that solve the problems I had with Rolemaster - that's been discussed at length over the years, by me and others.

Here's a post of mine from Feb 2011; the post immediately underneath it is yours, so you may have read this before:

4e resembles a game like The Dying Earth. I've never read the Vance stories, but feel that I could run a game of Dying Earth from the rulebook. It gives me the "vibe" and "meta-setting", plus tips on how to set up situations/scenarios that will exploit that vibe to produce a fun session.

My feeling is that 4e was written with the intention to be GMed in this sort of way. I say this because (i) it fits with the game's emphasis on the encounter - combat or non-combat as the basic unit of play; (ii) it fits with the obvious effort to create that default atmosphere, with the gods, race backgrounds and so on in the PHB and the little sidebars in the Power books; (iii) when you look at the original MM (with most of the campaign info located in skill check results), plus think about how skill challenges should play out (with the GM having to make calls about NPC responses, and other elements of the gameworld, on the fly in response to unpredictable player actions), and even look at the whole emphasis on "situations" rather than "world exploration" as the focus of play, the game seems intended to support "just in time" creation of world details, using "points of light" and the default atmosphere as a framework for doing this in; (iv) it fits with the absence of a developed setting.

Unfortunately, though, the rulebooks don't do much to support GMing this sort of game. A contrast is provided by The Dying Earth rulebook, which does offer tools to help the GM with this sort of situation-based preparation and play.

For 4e, this is really provided by Worlds and Monsters.

<snip>

When 4e game out, I posted on these forums that WotC apparently agreed with Ron Edwards that a narrativist-oriented RPG focusing on situation and character-driven play would be more popular than a simulationist RPG focused on the players exploring the world and/or stories that the GM creates for them. Such a belief seems the only way to explain the presence, in 4e, of all the features I've mentioned above.

And here are two more, from the following two days:

in a "world/story" game, the GM is likely to know the obstacles in advance, and to present them in some detail to the players, and the players will then be looking for action resolution mechanics that really let them enage with the detail of those challenges. And those action resolution mecanics have to produce results that put the players on the same page as the GM - otherwise the game won't run smoothly.

On the other hand, in a "just in time" game the GM is more likely to be adding details to a situation in response to ideas and interest expressed by the players as play is going on. So the action resolution mechanics have to be ones that encourage the players to produce those sorts of ideas, and that let them pursue their interests - otherwise the GM will be left with nothing to build on.

Skill challenges are, in my view, a good attempt at a mechanic for the second sort of play - and that is how the rules for skill challenges are presented in the DMG and PHB (I can provide quotes if desired). But skill challenges are a fairly poor mechanic for the first sort of play - they tend to produce the "exercise in dice rolling" experience, as the GM describes the situation to the players, and tells them their options, and the players roll the dice. And this is how the examples of skill challenges both in the DMG and in the WotC adventures have tended to be experienced (not by everyone, but I think at least by a majority of the posts I've read on these forums).

<snip>

I think Ron Edwards is right when he says that authors of non-simulationsist RPGs mechanics are often afraid to explain, in plain language, how they intend their mechanics to be used. They fall back into the language of simulationist RPGs. And this makes the rulebooks for their games at least moderately incoherent. And in my view 4e has this problem. (Worlds and Monsters is an honourable exception, but its candidness about the way in which monsters and other game elements are intended, by the designers, to be used by a GM in running adventures is reflected in only one part of the core 4e rules that I can recall - namely, in the DMG's brief discussion of languages. EDIT TO THIS: of course the DMG makes it very clear how monsters are to be used in combat encounter design and resolution - but I'm talking about the use of game elements to create an FRPG experience - indeed, the fact that the DMG goes metagame only in relation to combat, but not in relation to GMing overall is part of the problem.)

When I look at the rules in a book like Hubris's Maelstrom Storytelling, or Robin Laws HeroQuest II - which are both sterling exceptions to Edwards' generalisation about non-simulationist game texts - and compare them to WotC's efforts, it makes me cry (well, not literally!). If only WotC had actually explained to readers of the rulebooks how the sort of game that the 4e mechanics support is played and GMed, maybe 4e would not have so easily fallen victim to the "dice rolling"/"minis game"/"WoW" critiques. Instead WotC left this as an exercise for the reader - and those who tried to play the game in the typical sort of way that 2nd ed AD&D or 3E was played had, I assume, a fairly mediocre experience, of rolling a few dice and making a few tactical decisions but not really experiencing the evocative power of gaming in a fantasy world.
I don't think that 4e is a game that will give a WoW experience, for all the reasons that many others have pointed out many times before. Some of the members of my group are among the most hardcore MMO/WoW players in Melbourne (based on online hours clocked up, early adoption etc) but play D&D for a very different experience.

I really do think that WotC thought that these people - WoW players, CCG players, etc - would enjoy a non-simulationist, situation-based RPG. Like WoW it would have fantasy colour. Like CCG it would have a strong build-and-tactics element. Like an indie RPG it would use this colour and these mechanical features to drive situation-based play.

Anyway, that for me is the best way of trying to understand the game.
Four years later I stand by all of the above: for a game that is tactical/mechanically rich in resolution, that will produce evocative fantasy flavour of the sort that D&D has always promised, and that lends itself to player-driven, "just-in-time" GMing, 4e is a terrific game.

If you don't want that - to give the extreme counterpoint, if you prefer GM-driven 2nd ed-style play where the mechanics are subordinated to player immersion in the GM's world and story - then 4e is probably not the game for you.

Because I really like the former, I really like 4e!
 

log in or register to remove this ad

Taking you at your word that it is not your intent, let me politely note that for future reference, telling people that the game they like is nothing less than a bad game, with egregious flaws, that it is less than halfway decent, an albatross, irredeemably flawed...
It's the game I like, too. It's a game I defend when it's unduly criticized. But, I'm not going to lie about it or misrepresent it. I'd like to see D&D, and the whole hobby, do better.


4e is the only version of D&D that I have GMed since being a member of ENworld (when I joined I was GMing Rolemaster,
My condolences. (Mind you, my vision of Rolemaster is stilted - I picked up Spell Law when it first came out and was appalled, never gave it a second chance.)

For reasons that I only partly understand, there is a widespread view. at least among online D&D players, that games that use some of these techniques aren't really RPGs, and hence that 4e is not really an RPG. I respond fairly passionately to that too, but for different reasons - when I come online to talk about my hobby, it's frustrating to be told that I'm not really an RPGer at all but a skirmish gamer, or boardgamer, or MMOer, etc.
It's not the first time D&D got that treatment, either. The whole Roll vs Role thing painted D&D as the epitome of Roll-Playing and denied it - the first RPG - 'true RPG' status. Equally preposterous, very nearly as vehement.
 
Last edited:

It's the game I like, too. It's a game I defend when it's unduly criticized. But, I'd like to see it do better.

I rarely call things I like, "an albatross." Or "bad." Or "egregiously flawed." Or less than "halfway decent." Or "irredeemable."

But maybe we have different definitions for the word "like."
Or maybe I figure if I like something there might be a good reason for it.

But again, if you are trying to communicate your affection for something, you might consider using different words. Because, respectfully, as more than one have tried to tell you, you are coming across very different.
 

Call it 'tough like.' D&D had serious flaws that it didn't address for 20 years - some it still hasn't. That's hurt the game, and the hobby that it both started and still serves as a primary point of entry to.

But, if I didn't like it, I wouldn't be running 5e & 4e and playing 4e & 3.5, all regularly. The only other game I'm playing is Dresden Files, once a month. That's 11 sessions to 1 in favor of D&D when it comes to how I spend my RPG time. And, obviously, I waste a fair bit of time on D&D, here.
 

Whatever edition warring is:

-it's not helpful
and
-what's going on right now in this thread is it right here.

Yes, its right here and so far we've done a good job only throwing lemon meringue pies at each other and not fireballs or falling meteors. :)

It's been a good discussion up to this point and I hope it stays good.
 

Taking you at your word that it is not your intent, let me politely note that for future reference, telling people that the game they like is nothing less than a bad game, with egregious flaws, that it is less than halfway decent, an albatross, irredeemably flawed, and that the only reason they like it is because they are too stubborn to try new things,... that comes across as just a tad hostile. Its like telling a man his wife is ugly and then trying to justify it by claiming that you didn't actually mean anything by it, except that it was true and your sorry he can't just admit it. There's no good way to redeem such a statement...

So if I say that I think all editions prior to 3rd edition were crap games and if you liked those previous editions you'd actually take my opinion over the game a bit personally, even though I didn't say anything about you at all? Just a hypothetical question I guess...

When people take stuff like that personally I really don't get it. If a person doesn't like a particular game system doesn't mean their dislike of that game has anything to do with the people who actually play the game one bit... unless those people are saying things about the people who play the game then that's a different story.

I think THAC0 is the worst, banal, crap game mechanism ever invented in the era of gaming over the last century. That's simply how I feel about it. I also know that a lot of people like it, and I am glad that they enjoy those games that use that mechanism, and me saying how much I hate that mechanism doesn't mean I think the people who play it are "Insert negative statement here." In fact, I am in awe of those people because they can understand and grasp something that I am simply unable to understand and I wish I could. I think it's awesome that there are people who do get it and can grok it and continue to play games with it.
 

Call it 'tough like.' D&D had serious flaws that it didn't address for 20 years - some it still hasn't. That's hurt the game, and the hobby that it both started and still serves as a primary point of entry to.

But, if I didn't like it, I wouldn't be running 5e & 4e and playing 4e & 3.5, all regularly. The only other game I'm playing is Dresden Files, once a month. That's 11 sessions to 1 in favor of D&D when it comes to how I spend my RPG time. And, obviously, I waste a fair bit of time on D&D, here.

Just curious... have you checked out 13th Age or Dungeon World?
 

So if I say that I think all editions prior to 3rd edition were crap games and if you liked those previous editions you'd actually take my opinion over the game a bit personally, even though I didn't say anything about you at all? Just a hypothetical question I guess...

A hobby is something invest in, with time, money, energy, and emotional attachment. An outright slam on someone's hobby using words which can only be taken as insulting to that hobby are going to enflame opinions.

I used the analogy of the wife earlier.... Reword your question, "So if I say that I think all women except the one I married were ugly, and if a man had a wife, he would take that opinion a bit personally, even though I never said anything about him at all?" The answer is obvious. The far better expression would be, "I have the best wife in the world." Nobody (mostly) would take offense at that sentiment. There are right and wrong ways to say something. And its never a good idea to just out and out badmouth the object of another person's affection. You immediately lose that person as a viable partner in a rational conversation.

Its not going to help if you try to couch your attacks in assurances of your good intentions either... "I am only telling you your wife is ugly because of tough love. I like her a lot, but you have to admit her teeth have always been crooked, and though I spend most every day with her, and she is one of my favorite people, she has the personality of a wart-hog. She has hurt your marriage ever since you married her..." How does that win friends?

Obviously, one would hope that one is more emotionally attached to the spouse than to the game, but for many of us, this is a hobby that we have spent years involved in. Decades even. This is a game that was formative in childhoods, molding people creatively. So, ask yourself... a person gets introduced to a game at the age of nine. Spends most of his/her waking childhood making characters, drawing out dungeons, reading the books. They invest hundreds of dollars a year in it. They plan their vacations around it. They teach it to their children. Maybe they have even written for it and been published and then you come along and say, "Its a bad game. The rules stink. Its egregiously flawed and has hindered the hobby for years... Its an irredeemable albatross..." What exactly do you think that is going to do?

If you take it one step further and then start actually insulting the people who like the game by implying they are stubborn and too stupid to see how bad the game they like actually is, it is only going to get worse from there...

There are obviously ways to talk about these things that are better than others. As with the spouse analogy, try playing up what you like about your game without actually discussing what you dislike about someone elses. It can't always be done, but it can mostly be done. If you don't like Thac0, then its better to talk about how intuitive you find the 10+ AC system that was adopted for 3e then it is to talk about how banal the older system is. The former is expressing a positive opinion that only the most thin skinned will take bad. The latter is making a direct criticism of something that a person might actually have some level of emotional attachment to.
 

Idk... I am not sure I can equate a game with a spouse. That's really two different things on different scales of importance. I see where you are coming from though.

I am just not attached to these games or hobbies to the point to take other peoples opinions about games and the hobby personally. Sure I am passionate about what I find fun... I can also see both sides of whatever is being discussed and even if I have a harshly negative opinion about something in a game I will always acknowledge that I think its cool that others like what I don't like and I always admire people who get great enjoyment from it.

But if my words are "AD&D 2e is a bad game because (insert reasons here)"... Is not the same thing as saying " the people who play it (insert negative words here)". Its two very different statements. One is a commentary on the game itself separate from anything else and the second is a direct attack on the person.

Unfortunately, a lot of people blend the two into one when their passions take over.

Be a penguin... Let other people's opinions be like water and let them be water sliding off your back so they don't stick to you.
 

Call it 'tough like.'
Tough love is well and good when there are serious issues on the table. When actual health, or emotional well being is at stake. Its slightly less apropos when you are talking about game mechanics in a hobby forum. It tends to come across as hostile more than helpful.

And its even worse when you are practicing this toughness in regards to matters which are entirely in the realm of opinion, and over which there might be legitimate disagreement with your assessments.

D&D had serious flaws
In your opinion. Other people disagree. Some of us, perhaps, quite strongly. This is not a helpful sort of statement to make in a conversation about a game people like. A lot. Moreover, the statement is unproveable.

It is a game. Just a game.
There are ultimately no right or wrong mechanics.
If you have fun with it, then it works as intended. If other people have more fun with it than you then it works even better for them.

Refusal to recognize the validity of other opinions in a realm of pure opinion (there are no questions of absolute morality in mechanics; its all a matter of taste and opinion) does no service to your ability to influence people. We all have opinions about what constitutes a "flaw" mechanically, but we need the humility to recognize other people are going to disagree and they might be right, for them, in not recognizing the same flaws we do.

I mean, I don't really dig Cubism, but if someone else does, then the things that detract for me may be positives for them. Everyone is different in regards to taste and all discussion of mechanics in a game have the potential to boil down to a difference in taste. Your flaw may be what most appeals to me. And that is ok.

Consider, for example alignment. I like alignment. Others don't. I can explain why I like it. Others can explain why they don't. Is it a "flaw?" That is entirely in the eyes of the beholder. There are no right or wrong answers in this discussion. Just different opinions and tastes. I like Vancian magic. Others don't. There is no right or wrong answer in whether or not its a good thing.

That's hurt the game,
In your opinion.

Some of us might disagree with you concerning how and why some people get turned onto RPGs and others don't. Personally, I don't think rules have much to do with the attraction...

But again, when you make inflamatory statements as fact in order to bolster an opinion, you are hurting your own ability to influence people to agree with you. Forget whether you are right or wrong for a minute... Try to think about how your arguments are going to be received.

But, if I didn't like it, I wouldn't be running 5e & 4e and playing 4e & 3.5, all regularly. The only other game I'm playing is Dresden Files, once a month. That's 11 sessions to 1 in favor of D&D when it comes to how I spend my RPG time. And, obviously, I waste a fair bit of time on D&D, here.

One would have a hard time understanding your affection from the manner in which you talk about the game. Again, not to be a broken record, but please consider the possibility that you are not communicating in a manner that actually reflects your intentions.
 

Into the Woods

Remove ads

Top