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<blockquote data-quote="Reynard" data-source="post: 3899702" data-attributes="member: 467"><p>Leaving the CRPG aspect alone, I think this Des&Dev article is very informative about 4E in general.</p><p></p><p>First, you have the issue of continuing to over-systemize everything in the game. This can be useful in some respects, but it can also cause huge headaches for those that think they need to "play by the rules" when DMing. The best example from 3E is the CR system -- it didn't provide what it intended and acted like a straightjacket for those that wanted to run the game RAW. System defined story awards and pre-set "quest goals" are likely to end up in the same category.</p><p></p><p>Second, it indicates something that has been more and more apparent as we find out more about 4E -- 4E appears to be intended to be played a lot more like a board game, at least insofar as providing a play experience that doesn't rely on the long sessions (encounter based design), delayed gratification (fast levelling), evolving playstyle ("adventures at 30th level will be just like adventures at 5th level"), sandbox style play (Quests!), and even player engagement and memory (now quest cards) that drove more "traditional" D&D play.</p><p></p><p>It's nice that WotC is trying to re-imagine what D&D is to survive in the 21st century, particularly given that the RPG industry in general have gone down the crapper in the last couple of years, but it isn't D&D as I play it and it won't find a place on my bookshelf.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3899702, member: 467"] Leaving the CRPG aspect alone, I think this Des&Dev article is very informative about 4E in general. First, you have the issue of continuing to over-systemize everything in the game. This can be useful in some respects, but it can also cause huge headaches for those that think they need to "play by the rules" when DMing. The best example from 3E is the CR system -- it didn't provide what it intended and acted like a straightjacket for those that wanted to run the game RAW. System defined story awards and pre-set "quest goals" are likely to end up in the same category. Second, it indicates something that has been more and more apparent as we find out more about 4E -- 4E appears to be intended to be played a lot more like a board game, at least insofar as providing a play experience that doesn't rely on the long sessions (encounter based design), delayed gratification (fast levelling), evolving playstyle ("adventures at 30th level will be just like adventures at 5th level"), sandbox style play (Quests!), and even player engagement and memory (now quest cards) that drove more "traditional" D&D play. It's nice that WotC is trying to re-imagine what D&D is to survive in the 21st century, particularly given that the RPG industry in general have gone down the crapper in the last couple of years, but it isn't D&D as I play it and it won't find a place on my bookshelf. [/QUOTE]
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