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*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: 6066879" data-attributes="member: 463"><p>Been reading over the Guards at the Gate thread from the start of this year; I found this quote <a href="http://www.enworld.org/forum/showthread.php?315902-The-Guards-at-the-Gate-Quote&p=5765616&viewfull=1#post5765616" target="_blank">here</a> about 4e and Wyatt's 4e DMG:</p><p></p><p>Aberzanzorax:</p><p><em>I'm grateful to [MENTION=42582]pemerton[/MENTION] for pointing out that it's not the system that is flawed (by focusing on encounters only), it's some of the advice about the system that is. </em></p><p></p><p>Right about pemerton, right about the system, right about the advice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Edit: Rather than saying "Guards at the City Gate aren't fun! Skip to the Fun!" the 4e DMG should have said something like:</p><p></p><p>"You know how our annoying pre-release marketing said 'Ze Game Remains Ze Same?' Nope, that's not true. 4e D&D is designed for a very different approach than earlier editions. The recommended approach is aimed at creating an exciting story in play, through the GM framing scenes ('encounters'), but leaving their resolution open. How the scene turns out will usually determine how subsequent scenes are framed. There is a dynamic feedback loop between GM and players. Yes, this approach does take effort from the GM, but we provide you with lots of tools to help out..." </p><p></p><p>Then people would have understood what 4e was trying to do and could have decided if it was for them. They would have known when they were departing from the supported play style. They would have realised that the game was not designed for a linear series of fights (AP/railroad), nor for world-simulation sandboxing.</p><p></p><p>But either the 4e designers didn't know their own game, or they were scared that if they told the truth, people would not want to play it.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6066879, member: 463"] Been reading over the Guards at the Gate thread from the start of this year; I found this quote [URL="http://www.enworld.org/forum/showthread.php?315902-The-Guards-at-the-Gate-Quote&p=5765616&viewfull=1#post5765616"]here[/URL] about 4e and Wyatt's 4e DMG: Aberzanzorax: [I]I'm grateful to [MENTION=42582]pemerton[/MENTION] for pointing out that it's not the system that is flawed (by focusing on encounters only), it's some of the advice about the system that is. [/I] Right about pemerton, right about the system, right about the advice. :D Edit: Rather than saying "Guards at the City Gate aren't fun! Skip to the Fun!" the 4e DMG should have said something like: "You know how our annoying pre-release marketing said 'Ze Game Remains Ze Same?' Nope, that's not true. 4e D&D is designed for a very different approach than earlier editions. The recommended approach is aimed at creating an exciting story in play, through the GM framing scenes ('encounters'), but leaving their resolution open. How the scene turns out will usually determine how subsequent scenes are framed. There is a dynamic feedback loop between GM and players. Yes, this approach does take effort from the GM, but we provide you with lots of tools to help out..." Then people would have understood what 4e was trying to do and could have decided if it was for them. They would have known when they were departing from the supported play style. They would have realised that the game was not designed for a linear series of fights (AP/railroad), nor for world-simulation sandboxing. But either the 4e designers didn't know their own game, or they were scared that if they told the truth, people would not want to play it. [/QUOTE]
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From Loose to Tight - the Oscillation of Editions and D&D Next
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