[EDITION WARZ] Selling Out D&D's Soul?

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Thurbane said:
To open a new can of worms: do the strict formulas, CR system, WBL system etc. give off a distinct "video game" vibe to anyone else, or is it just me?

It did, but I got over it.

Mostly, I wrote some of 1e and 2e back into the rules, and then I also stole...um, borrowed...the best 3rd party ideas I could find. Then I re-wrote all the classes and races. My game feels nothing like M:tG!

(But I still like Ethereal Filchers. Go figure.)

Seriously, though, the "video game feel" is, IMHO, the byproduct of following formulas. You don't have to do this. Just make sure that your players know that you are running an "as is" world.

RC
 

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Kamikaze Midget, good post with #220.

Obviously, I disagree with the base assumption that earlier editions were cardboard toys in comparison to the current edition. OTOH, the current edition does quite a few things that the earlier ones didn't do well. IMHO, of course.

I don't believe that the relative prevelance of house rules are a weakness in a role-playing game. They help to make experiences unique....even in 3.X, a strong campaign will contain unique prestige classes, for example.

I would argue that the new ruleset is better, but that the old rulesets weren't bad. I would also argue that the new ruleset, given the same contextual text as the older rulesets (particularly 1e), would be a stronger (more fun) product. But I am sure others would disagree.

I would also say, from a DM perspective, that the new ruleset is more work. But the important question isn't just how much work are you doing, but also how much of that work can you re-use, and what are you getting in return for that work? The flexibility of the d20 System gives lots of reward for the extra work, so it is more than balanced out. Even if I would like some more shortcut-type products. :D

Kamikaze Midget said:
Similarly, those who have no knowledge of the "plays with friends" kind of mentality that 3e supports seem to prefer the older language when dealing with a DM's authority, marking the change in editions as a distancing from their norms. Those who don't want their friends leaving the room because they aren't having fun instead prefer the dynamic of players knowing what makes a good game and what doesn't.

This, however, I really disagree with.

As I said earlier, I started playing on Christmas in 1979 in Wisconsin, joined the U.S. Army in 1984 (where I ran games for different groups in Missouri, Indiana, Virginia, and Louisiana, both military and civilian), moved to California (where I ran games in Riverside and Santa Monica), and then moved to Toronto (where I ran games for different groups of players). I've run games for a lot of different players in 1e, 2e, and 3e. There's a lot of water under this bridge.

I have never veered from the buck stopping with the DM. I have never wanted for players, and I have never had fewer than half a dozen people who wanted in if a slot opened. And, may I say, the people that I play with are nearly always friends. They may not be friends when they first ask to play, but they end up that way.

Maybe it's just anecdotal evidence, but I believe that method works.

Players knowing what makes a good game, btw, is a good thing under any edition, and has nothing to do with the authority (or lack thereof) of the DM. All changing the language of the dynamic does, IMHO, is cause smart groups to spell out a conflict resolution mechanic ahead of time (be it DM authority, group vote, or whatever) so that in the case of a disagreement the game doesn't grind to a halt.

Oh, yeah, and it sells more books.

WotC wisely markets to players. Because there are more players than DMs, something that the players want is automatically going to sell more than something aimed at DMs. In order to make those sales, though, the players first have to be convinced that, should they buy this book, they will be able to use the content therein. If the players buy and use the book, it is nearly a sure thing that the DMs will also have to do the same. This is a profitable business model.

The problem, of course, is that if the DM has to read and agree to use the book first, you are going to sell a lot fewer books. However could WotC resolve this problem?

"Plays with friends" is the mentality behind almost every game ever made, rpg or not. Very few people go out to play Scrabble with their bitterest foes. The supposed change in mentality is, IMHO, as big a myth as that of houserules in 3.x causing complex balance problems that spin out of control.
 
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Thurbane said:
By "video game feel" I mean that CR and WBL sets up an atmosphere of "you cannot confront the end of level boss until you have the red key and the BFG9000".

Again I stress, this is just my personal gut feeling, rather than fact.

Hmm. In some ways, 1e is more guilty of this. Consider that you needed a +2 or +3 weapon to harm certain monsters, and without that you couldn't touch them at all. In contrast, 3.5e allows PCs to harm monsters regardless of the potency of the weapon they use.

I really don't think the use of plot items is a 3e trait. Rather, it's the curse (or feature) of certain adventure styles. Consider the Temple of Elemental Evil where you need the Orb of Golden Death to succesfully complete the adventure - although lesser revelations are possible. Both Lost Tomb of Martek and Tomb of Horrors use that paradigm far more. It's there in current adventures as well, but, as in the 1e days, not in all of them. Sons of Gruumsh and Keep on the Borderlands are quite free of these items.

Wealth By Level is really, really fascinating to examine. It is, in many ways, an application of the advice Gary Gygax gave in the original DMG, where he urges moderation in placing magic items (and inveighs against the "Monty Haul" and "Killer DM" styles of play). What is the middle ground? Wealth by level shows you what it is... you wouldn't know where it was from the notes in AD&D, just that you had to be careful. (And the random tables allow a vorpal sword to appear in a 1st level adventure...)

One of the most important features of WBL isn't related to balance - it is, instead, related to keeping something for the PCs to achieve! If a 8th level fighter finds a +5 vorpal sword, then what is there left for him to gain? This also relates to the extended life of 3E over levels. In AD&D, the system is set up with the expectation that most games will end at about 12th level. In 3E, achieving 20th level is almost expected! So, at 20th level you want to be still gaining good items, rather than going "A +4 sword? Boring! I had one of those at 8th level!"

Of course, there is nothing stating that WBL is something you must hew to; instead, it's yet another guideline you have for gauging the power level of your PCs. If they have greater than the normal WPL, then they'll obviously be able to take on greater challenges than perhaps their level would indicate... and thus you're better able to create encounters and adventures for them.

Cheers!
 

Thurbane said:
By "viedo game feel" I mean that CR and WBL sets up an atmosphere of "you cannot confront the end of level boss until you have the red key and the BFG9000".

Okay... I think you are reaching to demonize. As someone was paining to point out in another thread (or maybe it was earlier in this one), CR is just a refinement of a system that already existed.

It's just easier to use.
 

Psion said:
Okay... I think you are reaching to demonize. As someone was paining to point out in another thread (or maybe it was earlier in this one), CR is just a refinement of a system that already existed.

It's just easier to use.


Yeah, I pointed that out in this thread (http://www.enworld.org/showthread.php?t=173142) some time ago, and the thought was not well received (to say the least!). See post 28 (http://www.enworld.org/showpost.php?p=3036254&postcount=28) then read some of the responses.

Of course, it was a wise person who said, in Post 45:

I think they operate in a similar fashion. I just think that the CR version is a more user friendly and functional. Basing a number around "a typical challenge for party level X" is a lot more meaningful and useful an end metric for challenge than an XP number. I have no notion off the top of my head what challenge a given XP number represents for a given level of party.​

Actually, quite interesting reading on that thread, and it should remind us how much of the old is retainined in the new under clever guises and better presentation.


RC
 

Psion said:
Okay... I think you are reaching to demonize. As someone was paining to point out in another thread (or maybe it was earlier in this one), CR is just a refinement of a system that already existed.

It's just easier to use.
Not at all. You snipped the part about it being nothing but a gut feeling, BTW.

For my gaming group, I find the CR/WBL combo causes many more problems (and potential problems) than the earlier editions heavier relaince on the good judgment of the DM and players. If you read my posts in this thread carefully, you'll see that I don't really think the CR system is inherently bad, just that I don't like it, and it doesn't work particularly well for my group.

A far cry from demonizing, IMHO...
 

Silver Moon Sums it Up!!

Silver Moon said:
Ah, back to my soap box.....

It's ALL D&D to Me! OD&D, AD&D 1E, 2E, 3E, 3.5E, 4E, 8.25E, it doesn't matter! The speciific rule systems are just the game mechanics. Which system is better is merely a matter of personal preference and choice of gaming style.

The soul of the game is this:
A DM who wants to be a storyteller/narrator and a table filled with players who have above-average intelligence, overactive imaginations and a desire for everybody to have fun.
Well there I was, all set to read through the pages of responses when Silver Moon summed up my feelings perfectly in the first reply. I agree with Silver Moon whole-heartedly. The 'Soul of D&D' is a group of folks who want to get together and have fun playing the game (whatever the current incarnation happens to be).
 

Thurbane said:
By "viedo game feel" I mean that CR and WBL sets up an atmosphere of "you cannot confront the end of level boss until you have the red key and the BFG9000".

The first D&D adventure I ever saw was the small keep in the Red Box D&D. It included a door that didn't open unless you were high enough a level, because the harpies on the other side would kill lower level PCs.

I've never seen that level of player coddling and videogameyness in 3E ;)

Just saying .. that was the first adventure I and most of my friends played when we began our role playing careers. Way to set a standard.
 

Zaruthustran said:
Huh? What else could it possibly be?

I listened to Tim Schafer talk at the GDC about game and character design, which is where I first heard the claim "all games are wish fulfillment." I think to be clear, all *roleplaying* games are wish fulfillment. Sudoko, crossword puzzles, and most board games are mental exercises.

But that game where you get to be a big barbarian, crush your enemies, drive them before you, and hear the lamentations of their women? Totally wish fulfillment.

There's a reason D&D is called a FANTASY role playing game. Playing it allows the players to enact their fantasies.
Simple fact: My characters are not a reflection of my fantasies, power or otherwise.

So does that mean I'm not roleplaying? FFS. :eyeroll: Et cetera.

The characters I play are people designed by me to be interesting protagonists in a story that evolves naturally from events in play. I enjoy playing them not because I identify with, or want to be, those people, but because I find the experience of playing them through their lives and seeing them succeed or fail at their goals interesting and entertaining.

I think lots and lots of people - perhaps the majority, perhaps not - roleplay wish-fulfilment characters. But I do not, and I know other people who don't either.

I don't identify with novel characters, either. So maybe I'm just weird; I'm certainly prepared to accept that I'm in the minority.

But roleplaying != wish-fulfillment.
 

Fat Daddy said:
Well there I was, all set to read through the pages of responses when Silver Moon summed up my feelings perfectly in the first reply. I agree with Silver Moon whole-heartedly. The 'Soul of D&D' is a group of folks who want to get together and have fun playing the game (whatever the current incarnation happens to be).
Thank you Fat Daddy! I began that post with "Back to my soap box..." because over on the Dragonsfoot.org message board (a site dedicated to the out-of-print editions of D&D) they once had an "Edition Wars" forum and I would always harp in with what I put in the post. It's All D&D to Me!

Case-in-point, one of the best modules that our weekly group has played in years was "Beast of Burden" from Dungeon #100. It was a 3E module that I ran for my 1E group and it worked great.
 

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