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General Tabletop Discussion
*Dungeons & Dragons
From Loose to Tight - the Oscillation of Editions and D&D Next
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<blockquote data-quote="S'mon" data-source="post: 6066869" data-attributes="member: 463"><p>If you look at the original, non-3e bits of the 4e DMG, it seems to me a lot like a sort of collection of early draft notes. It feels that Wyatt and co were struggling to understand and articulate what the game they had created was about, and how it worked. You came to it with an Indie perspective - I didn't, though I had read Sorcerer & Sword, and I did not see that in the DMG. I was primed for traditional D&D play styles and I could see the lack of support for those styles, but what was left just looked a lot like the worst sort of 3e linear adventurepathing, with a Fallcrest sandbox tacked on that did not fit with the whole AP style presented. But if I had not been primed to see that there...</p><p></p><p>In hindsight, the Fallcrest town section is rich with thematically engaging hooks, and hints at that quasi-sandbox but scene-framed style that I've found works perfectly for 4e. The GM can use it to run pretty much on-the-fly, framing exciting scenes in response to player input. Likewise the brief Nentir Vale gazetteer. The linear 4-encounters-in-row 'Kobold Hall' adventure can be treated as a bit of an aberration.</p><p>But what actually happened was that WoTC modeled all their adventures on Kobold Hall; they turned the hints from the Nentir Vale Gazetteer into a bunch of 10-30 encounter linear adventures. They produced very little 'Fallcrest' type material until Threats to The Nentir Vale, right at the end of 4e. And 4e failed.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6066869, member: 463"] If you look at the original, non-3e bits of the 4e DMG, it seems to me a lot like a sort of collection of early draft notes. It feels that Wyatt and co were struggling to understand and articulate what the game they had created was about, and how it worked. You came to it with an Indie perspective - I didn't, though I had read Sorcerer & Sword, and I did not see that in the DMG. I was primed for traditional D&D play styles and I could see the lack of support for those styles, but what was left just looked a lot like the worst sort of 3e linear adventurepathing, with a Fallcrest sandbox tacked on that did not fit with the whole AP style presented. But if I had not been primed to see that there... In hindsight, the Fallcrest town section is rich with thematically engaging hooks, and hints at that quasi-sandbox but scene-framed style that I've found works perfectly for 4e. The GM can use it to run pretty much on-the-fly, framing exciting scenes in response to player input. Likewise the brief Nentir Vale gazetteer. The linear 4-encounters-in-row 'Kobold Hall' adventure can be treated as a bit of an aberration. But what actually happened was that WoTC modeled all their adventures on Kobold Hall; they turned the hints from the Nentir Vale Gazetteer into a bunch of 10-30 encounter linear adventures. They produced very little 'Fallcrest' type material until Threats to The Nentir Vale, right at the end of 4e. And 4e failed. [/QUOTE]
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From Loose to Tight - the Oscillation of Editions and D&D Next
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