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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="innerdude" data-source="post: 6605807" data-attributes="member: 85870"><p>What was interesting about it, was I'd NEVER seen a rogue character in 3e---in nearly 10 years of playing the system---end up being a true "hero" of the campaign simply by doing all the rogue-y stuff that the mechanics said he should be doing. At first I think the player tried to create a character based on that old 3e standard----if you want to play the aloof anti-hero, make a rogue, because the rogue is never the hero, he's just the guy who does some useful stuff occasionally, then stands in the background. At first it felt like the player was trying to play his character the way you'd play a D&D rogue......yet the rules and his role in the fiction were pushing him in different directions. </p><p></p><p>Once he caught on and his mental paradigm shifted, the player loved every minute of it. </p><p></p><p>As far as having the fiction push the player against mechanical type---I don't know that I'd attribute that necessarily to system. I think that would be more of a function of strong scene framing and player recognition of stakes. I know with Savage Worlds, the free-form character design definitely pushes characters into interesting fictional positions. </p><p></p><p>What is probably similar between the two systems is that 4e and Savage Worlds both assume a broad level of competency in multiple areas. This makes it easier, I think, for a player to feel willing to attempt more things where it's "sub optimal" for the character, but cool in the fiction. Even though a character isn't great at something, they don't feel they're playing completely against the "heroic vibe" to have a character attempt something that's not generally their bailiwick---because there's still a chance for success, and as you say the intrinsic rewards in playing that way are fun.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6605807, member: 85870"] What was interesting about it, was I'd NEVER seen a rogue character in 3e---in nearly 10 years of playing the system---end up being a true "hero" of the campaign simply by doing all the rogue-y stuff that the mechanics said he should be doing. At first I think the player tried to create a character based on that old 3e standard----if you want to play the aloof anti-hero, make a rogue, because the rogue is never the hero, he's just the guy who does some useful stuff occasionally, then stands in the background. At first it felt like the player was trying to play his character the way you'd play a D&D rogue......yet the rules and his role in the fiction were pushing him in different directions. Once he caught on and his mental paradigm shifted, the player loved every minute of it. As far as having the fiction push the player against mechanical type---I don't know that I'd attribute that necessarily to system. I think that would be more of a function of strong scene framing and player recognition of stakes. I know with Savage Worlds, the free-form character design definitely pushes characters into interesting fictional positions. What is probably similar between the two systems is that 4e and Savage Worlds both assume a broad level of competency in multiple areas. This makes it easier, I think, for a player to feel willing to attempt more things where it's "sub optimal" for the character, but cool in the fiction. Even though a character isn't great at something, they don't feel they're playing completely against the "heroic vibe" to have a character attempt something that's not generally their bailiwick---because there's still a chance for success, and as you say the intrinsic rewards in playing that way are fun. [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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