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*TTRPGs General
Could Wizards ACTUALLY make MOST people happy with a new edition?
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<blockquote data-quote="pemerton" data-source="post: 5656543" data-attributes="member: 42582"><p>I wanted to XP this post, but couldn't.</p><p></p><p>My own view of the 4e XP rules is that they are inherently a pacing mechanic rather than a reward - because they are earned per combat encounter (which the game presupposes the PCs will succeed at most of the time), per skill challenge (whether passed or faild, as per the RC), per 15 minute of free roleplaying (per DMG2) and per quest achieved.</p><p></p><p>I think this can be used to create a sort of "background context" for fairly relaxed narrativist play. As [MENTION=27160]Balesir[/MENTION] has explained, it can also create a context for gamism - but the gamism won't be of the "more XP/more treasure" variety (a la classic D&D or T&T), at least without drifting from the core 4e rules, but will be of the "Check out my cool build and its moves!" variety.</p><p></p><p>I think you're right that 4e could also be played as a type of high-concept simulationism, again with the advancement working as a type of genre-preserving background context. I think 4e has features that might push against that, because tending to encourage too much player "activism" (the build rules, the metagame mechanics) but a strong group consensus and/or habits of play could keep them in check, I'm sure (much as BryonD is describing for how his 3E group keep CoDzilla etc in check).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5656543, member: 42582"] I wanted to XP this post, but couldn't. My own view of the 4e XP rules is that they are inherently a pacing mechanic rather than a reward - because they are earned per combat encounter (which the game presupposes the PCs will succeed at most of the time), per skill challenge (whether passed or faild, as per the RC), per 15 minute of free roleplaying (per DMG2) and per quest achieved. I think this can be used to create a sort of "background context" for fairly relaxed narrativist play. As [MENTION=27160]Balesir[/MENTION] has explained, it can also create a context for gamism - but the gamism won't be of the "more XP/more treasure" variety (a la classic D&D or T&T), at least without drifting from the core 4e rules, but will be of the "Check out my cool build and its moves!" variety. I think you're right that 4e could also be played as a type of high-concept simulationism, again with the advancement working as a type of genre-preserving background context. I think 4e has features that might push against that, because tending to encourage too much player "activism" (the build rules, the metagame mechanics) but a strong group consensus and/or habits of play could keep them in check, I'm sure (much as BryonD is describing for how his 3E group keep CoDzilla etc in check). [/QUOTE]
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Could Wizards ACTUALLY make MOST people happy with a new edition?
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