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First Post
The only way 4e can fail with that is if there are more tribalist goofballs in this hobby and its potential target audience than there are people who just like to play make-believe with weird dice and funny voices.
--FTFY![]()
*slow clap*
The only way 4e can fail with that is if there are more tribalist goofballs in this hobby and its potential target audience than there are people who just like to play make-believe with weird dice and funny voices.
--FTFY![]()
The only way 4e can fail with that is if there are more tribalist goofballs in this hobby and its potential target audience than there are people who just like to play make-believe with weird dice and funny voices.
--FTFY![]()
JustinAlexander said:Are the Rip van Winkle of gaming or something? Did you fall asleep in 2007 and not wake up until yesterday?
I'm a fan of a lot of 4e, but "modularity" and "play how you want!" weren't part of its core promises. Not that these things were impossible, but like Mearls said, the game told you that there was one right way to play, and didn't brook much dissent from that one true path.
Yeah, I liked the WRITING in 2e. The problem was the system didn't deliver on the promise. It was the exact same old dungeon crawling system of 1e. Sure, they had different suggestions for how to give out XP, which was nice and all, but the game itself didn't even attempt to encourage or facilitate the sort of play they were talking about. It was as if Jeff Grub took a page from one of the early story games and tried to convince everyone D&D was that kind of system. It just didn't work, I was left feeling disappointed. Note that 2e wasn't better in some modest respects than 1e, but it left so much more on the table, it seemed almost like cowardly design.
Over the Edge is 1992. It's clearly trying for something more narrativist, and it has free descriptor PC building, and a focus on scene-framing in scenario design and adjudication.
Maelstrom Storytelling is 1996, from memory, and it has free descriptor building, and scene-based conflict resolution with metagame resources being managed to introduce the (modest) tactical elements (some general resemblances here to HW/Q extended contests or 4e skill challenges).
OtE arguably is a little bit still in the Storyteller mould. Maelstrom definitely is not - it's a full-fledged narrativist system.
I think there is a huge issue here. People want combat to be interesting but they also want it to be short.
Of course there is a difference between "short" in the sense of having only a few rounds, and "short" in the sense that each round is quick to resolve, and I believe the majority wants the second, not the first, or not?
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Probably the strongest way to make combat more interesting from the PCs' actions point of view, is therefore to allow a variety of possible actions (also spells) with very different outcomes than just scratching HP away from the monsters. However this increases the complexity (also is harder to design) and that means resolving a round will inevitably take longer.
It's not the only way to make combat more interesting, for example you can use terrain features and environmental circumstances, however this is more a DM's responsibility. Game design can make a difference, but if the DM never thinks about staging an encounter on the crumbling edge of a cliff, on a storm-tossed ship, or knee-deep in mud, then game design can't force this kind of variety on someone's game.
At length, my preference of the two would be to have slightly more rounds and slightly shorter rounds (things like 3e's dispel magic are pretty awful). But that pales into irrelevance when compared with a need to get through a meaningful combat quickly. Against level-appropriate foes, and excluding end-boss type fights, no combat should run more than 20 mins (unless the group consciously choose otherwise).
There is actually a very effective methodology for finding that balance that is used in experimental economics. It would work as follows:Only problem I see with this thinking is maintaining flexibility. Some tables aren't bothered by fighters playing the anvil chorus with the bad guys. Putting a bunch of player-side mechanics in kinda locks the table down to that. Can you balance the fiddly-bit mechanics with straight HP damage?...I haven't played with Martial Damage enough to know. Anybody out there tried a "vanilla" fighter next to a "fancy" guy? How did they stack up?
Goodness, you were closetedenh? Rapidly ecclipsed? You'll need to refresh my memory. I don't recall anything published I'd call narrative until....jeez, maybe not 'til after 2000. There was a weird little super-hero game called Panels, which was apparently around in 1999. (It was so simple it was basically somebody's geocities page. Doesn't exist now, AFAICT.) Panels was the first system I ever saw that really made me take notice of its narrative possibilities.
Eh, the problem was 2e did nothing. It neither cleaned up and rationalized 1e's rules, broke any new ground, etc. In fact for a good long time we didn't even bother with it because why spend money on new books (and 1e core books last FOREVER). Surely I can't say what Jeff did and didn't know about plot-based mechanics. What was not super well understood at the time wasn't that such mechanics existed, but more exactly how to employ them in a game design. All I can say is 2e sorely disappointed us at the time, it seemed like more of the same. We wanted mechanics like 'hero points' or something to get rid of the depressingly conservative play that glass D&D characters engendered. I recall having these discussions with some of my DM friends.I do remember a whole lotta systems in the 90's that did the same thing 2e did...talked all about story, but did nothing to support it. Heck, WW/WoD talked about it lot (even named their system "Storyteller"), but still didn't have anything significant mechanically. So much so that some credit them with "turning off" a lot of would-be narrative gamers. AFAICT, the 90's was the age of "resolution experimentation". Everybody seemed to think that they could fix everything if they just got the game's resolution system right...'cause somehow the other 999 ways to roll dice were missing something.
I agree about 2e's intentions, though. You could see Grubb wanted to make something with the story at the heart, but the tools weren't there. IMO, 2e's abject failure in this regard is what spawned the Forge and its thinking, but it took about a decade before anybody actually made much progress figuring out how to do narrative mechanics.
That's certainly an interesting take on TSR's problems. Obviously they had some, but that's a unique interpretation of what they were. I can't say too much about 1e's peak popularity, but I would guess more people were playing 2e at its peak, just from the growth of the hobby as a whole. Certainly in the places I was gaming 1e was all but replaced, if only because of a lack of books. Plenty of people I knew played material from both editions side by side, though, so that's hard to judge. (Whaddya call a game where the DM is using a BECMI adventure with a 1e MM and most of the players are using 2e characters, but one guy has a 1e Barbarian?)