mmu1 said:
Missing the $%@#$#* forest for the trees, once again.
Forget the guards, forget the stupid rations - the real issue is the "there's no fun to be had outside of a (combat) encounter" idea, which is idiotic advice in something claiming to be an RPG.
These days, it's not even the prevalent trend in CRPGs - aside from the lame Diablo clone or two we still get treated to most years, game worlds are getting more detailed and immersive.
The point they should be driving home is that what makes RPGs different is that you can interact with the world in any way you like... though I suppose that can be a problem since it could require the DM to improvise in ways that the DC table doesn't cover. >_>
This.
Even CRPG's have roleplaying PC and NPC interaction that everyone clamors for more of and that CRPG companies are trying to implement further and further into the game, and the market that WotC is trying to lure in has gotten more and more used to immersive worlds that let you do more and more stuff.
The market that WotC is trying to lure is used to immersion, used to things being more and more complex. The big time fans of WoW and CoX know the nitty-gritty of the mechanics behind it, and trust me, those mechanics are pretty intense and in-depth.
When you're playing a non-MMORPG, you click on everyone. Why? Because they might have dialog, they might have missions for you, adventures, give hints, etc.
Ever play Deus-Ex? A bum on the streets could clue you into an ambush. People got used to that, and expect that level from their computer games that are not straight FPS's.
What we see with the "if it isn't combat it isn't fun" attitude in the DMG and PHB just surprises me to no end. After the complete crash and burn of D&DOnline, where they took out virtually all the non-combat options, they obviously didn't learn a single lesson.
For better or worse 4e isn't built for players that enjoy chewing scenery or managing minutiae. It is built for players that enjoy action (in the dramatic sense). The basic conceit is that focus should be on meaningful drama and edge of your seat excitement (the parts most films focus on) with occasional forays into more mundane matters to help provide context to the characters' adventures. You skip past the dialogue with the guards if that dialogue doesn't serve to propel the action of the game forward, not because it involves talking.
Yes, because buildup to suspense never works or makes a movie good. If it isn't action, it isn't worthwhile.
While the old writing saw of "if it doesn't advance the plot, give more depth to the characters, or otherwise add to the story than cut it" still holds true in D&D, if you ONLY have the guard say hello if something is in it for the players, you run into the old problem of every single thing you detail, the PC's know it is important to the story, because obviously you wouldn't include it in the story otherwise.
Know what I mean?
But that's just my $5, since .02 won't even get you mugged nowdays.