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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9418595" data-attributes="member: 710"><p>That sounds like a challenging situation, kudos to you. </p><p>The lack of solid tool support for 4E now kinda sucks, I agree. It never occured to me that it would be extra bad with the younger generation of players because they rely mostly on smartphones! I guess I am lucky that my group is mostly older players and/or people that work as software developers and know their way around. Though, I just realized, even then it's difficult, because one guy is mostly using Linux and needed to some virtualization setup to run windows and no longer has that. </p><p>And I remember that one big issue with all 4E modules I remember is that there is too many combat encounters (which is of course based also on the assumption that you need so and so many encounters to gain a level). And cutting can feel like cheating, but even if not, it's still work finding out which are the gems to keep and retain the overall "plot". For my 4E campaign, I played homebrewed and tended to say "you level up when you whine enough that you want a level up, or I feel it's been long enough). Same for my 4E inspired Star Wars campaign (custom rules based on 4E concepts).</p><p></p><p></p><p>Interesting thing, what do players like that <em>really</em> need? Do they need a worked out linear plot so they don't have to guess where to go? Or do they still want all the freedoms and you need to spend a lot of time preparing the game world. Rules-Lite allowing you to keep at least the building and resolution of combats easy?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9418595, member: 710"] That sounds like a challenging situation, kudos to you. The lack of solid tool support for 4E now kinda sucks, I agree. It never occured to me that it would be extra bad with the younger generation of players because they rely mostly on smartphones! I guess I am lucky that my group is mostly older players and/or people that work as software developers and know their way around. Though, I just realized, even then it's difficult, because one guy is mostly using Linux and needed to some virtualization setup to run windows and no longer has that. And I remember that one big issue with all 4E modules I remember is that there is too many combat encounters (which is of course based also on the assumption that you need so and so many encounters to gain a level). And cutting can feel like cheating, but even if not, it's still work finding out which are the gems to keep and retain the overall "plot". For my 4E campaign, I played homebrewed and tended to say "you level up when you whine enough that you want a level up, or I feel it's been long enough). Same for my 4E inspired Star Wars campaign (custom rules based on 4E concepts). Interesting thing, what do players like that [I]really[/I] need? Do they need a worked out linear plot so they don't have to guess where to go? Or do they still want all the freedoms and you need to spend a lot of time preparing the game world. Rules-Lite allowing you to keep at least the building and resolution of combats easy? [/QUOTE]
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