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Fun to Play, Boring to Read; Forked Thread: The Nature of Change
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<blockquote data-quote="JohnRTroy" data-source="post: 4620511" data-attributes="member: 2732"><p>While my perspective comes from reading games more than playing them--yes, there ARE a lot of us out there--I also think people are looking at it from their years of experience rather than the inspiration all this text inspired.</p><p></p><p>I remember reading all the D&D books when I was a kid back in 1980+, and there was always a lot of cool things to read. Spells and magic items filled your imagination. While it might make a better game, I can't see the powers as presented in the 4e book having as much inspiration as reading the DMG and going over all the magic items, or the PHB and reading all the spells, learning the different schools of magic, reading all the permutations of spells.</p><p></p><p>I still get that coolness factor reading Arcana Evolved, Gygax's Lejendary Adventures, GURPS books, etc. I DON'T get that from the 4e book, perhaps the first "RPG" I ever felt was boring and uninspiring to the imagination.</p><p></p><p>My biggest concern is that future players and DMs will have less creative inspiration. Let's face it, a lot of us who've been playing for ages learned a lot from reading those books--and for those that say the so-called "fluff" belongs in setting books, keep in mind the PHB, DMG, and MM are the "core", the first experience, the "make or break" experience. I feel this streamlined version with powers that must not be described longer than 3 sentences, very dependent on the battlegrid, and narrowly-defined powers is going to have more trouble fueling the imaginations of the new players.</p></blockquote><p></p>
[QUOTE="JohnRTroy, post: 4620511, member: 2732"] While my perspective comes from reading games more than playing them--yes, there ARE a lot of us out there--I also think people are looking at it from their years of experience rather than the inspiration all this text inspired. I remember reading all the D&D books when I was a kid back in 1980+, and there was always a lot of cool things to read. Spells and magic items filled your imagination. While it might make a better game, I can't see the powers as presented in the 4e book having as much inspiration as reading the DMG and going over all the magic items, or the PHB and reading all the spells, learning the different schools of magic, reading all the permutations of spells. I still get that coolness factor reading Arcana Evolved, Gygax's Lejendary Adventures, GURPS books, etc. I DON'T get that from the 4e book, perhaps the first "RPG" I ever felt was boring and uninspiring to the imagination. My biggest concern is that future players and DMs will have less creative inspiration. Let's face it, a lot of us who've been playing for ages learned a lot from reading those books--and for those that say the so-called "fluff" belongs in setting books, keep in mind the PHB, DMG, and MM are the "core", the first experience, the "make or break" experience. I feel this streamlined version with powers that must not be described longer than 3 sentences, very dependent on the battlegrid, and narrowly-defined powers is going to have more trouble fueling the imaginations of the new players. [/QUOTE]
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Fun to Play, Boring to Read; Forked Thread: The Nature of Change
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