Gaming Pornography: Will 4th Edition lead to a more Realistic and Useful Game?

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Gentlegamer said:
I just want to add that you are in fact using "pornography" correctly in its original sense: something that seeks to excite some sense or desire in an extreme or unhealthy way.
This must be some abstruse sense of "original" which has no relationship with, oh, something like the original meaning of the words? ;)

"Pornography" originally meant literally "writings about prostitutes". Nothing more, nothing less.

If you want to talk about some nebulously-defined "classical" sense, that's fine, but that's not "original".
 

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Nifft said:
I was hoping he was going to say something about, you know, porn, but I guess he's just being a tease.

Elf needs food love, badly!

:uhoh:, -- N
I, for one, am simply offended by this disgraceful bait-and-switch. I thought that The Valar Project was making an announcement concerning 4th edition, yet I find only this.. Verbose and rambling, but without many good yoinkable quotations.
 

Well, I can't argue with a man that says "tin lizzie". Though we were on opposite sides of the battlefield today, I salute you and look forward to all the thought provoking discussions you will no doubt be initiating here in the near future.

Well then, you're dismissed Lt., and apology accepted. Though there's really nothing to apologize for.
See ya at your next posting.


How would the OP (please reply, if reading!) assess Expedition to the Barrier Peaks?


I actually ran that module/campaign a long time ago in my first world setting. I changed around a lot of things in it, extracting a lot of the technological elements or severely limited them, or made then into other things with very limited usage, etc. I thought it was a very creative idea for a module, but just kinda hit and miss execution. So although I really liked it in one way, I didn't like it so much in another cause I had no intention of having my guys running round with lasers and whatnot.

My favorite module of that general time period was Tomb of Horrors which one of my best friends ran and I got to play in (I almost never played, I was almost always DM) and it was the single best store-bought module/playing experience I ever had. It was creepy, unusual, unique, rather brilliant, you never knew what you were gonna encounter next, and it was outright fun. He did a really good job of execution too, and so I loved that thing. Never ran it, because after I played in it I never wanted to, I just thought it was so good I wanted to leave it there. But recently I bought and downloaded the original and have thought about modifying it for a current game.

One of the really good things about modules form that era is that you could take any of them and with very, very slight modification adapt them to practically any D&D world, game, or campaign. There was coherence and stability and a certain unity which is totally lacking in most support products nowadays. As I argued above.

Years later by the way the same friend ran a campaign in his world (which was a series of island continents, some very small, some large) and one of the adventures dealt with a crashed landing site. I played that too and although it involved a wrecked spaceship we never figured that out til he told us after the game was over. In that adventure the aliens were a race of giants, of various sizes, whose ship had crashed on my friends world. Being unable to escape, these giants (the only giants on that world), who were very intelligent had reconfigured their technology in such a way as to make it appear as magical items. They had disassembled their ship and built a fortification out of it on a smaller island which resembled a huge hall and series of buildings which was their outpost. All of their technology they disguised or reconfigured as magical, and it appeared that way and seemed to function in that way. It made for a very interesting campaign because the giants had undertaken a series of exploratory quests to recover various magical items to see if they could adapt these magical items into useful technology to effect either their escape or rescue from that world. So we ended up in a series of expeditions in which we found ourselves competing directly or indirectly with giant agents hoping to gather magical devices or items before we did. The local populations and leaders were also terrified of the giants who they had never seen before and often tried to hire us to fight them or encouraged us to oppose them, and the giants, wishing to maintain their disguise and true nature never leveled with us as to their real intentions. It was a really clever idea and one of the best campaigns I ever engaged in as a player. I'm sure it was based on Expedition to the Barrier Peaks but much better done and a far better modification of the same general concept.


If anything's wrong with the fantasy of "these kids today" it's that it isn't weird enough. It's all rationalistic and standardized and kind of corporate.

That's kind of an interesting reverse angle on the point and one I hadn't considered in quite that way. But it makes sense to me in a way.

In your case, you see elements of the modern game to cater to the senses and desires of the participants in a pornographic way that ultimately will leave them hollow and unfulfilled.

Thanks for setting those who didn't catch it straight. It saved me yet another explanation.
And you did it succinctly and well.

Our gaming styles have at least some similarity so lets see if we can set up a game.

I'm not sure how we could do that, as I don't engage in network D&D games, just the old fashioned paper and pencil kind and not sure we live near one another. But you're welcome to contact me about it anyway. I'll zip ya a zip line when I get some free time.

I am however, with the urging of my friends and players gonna put up a website about my world and the campaigns that take place within it. When it's up I'll let that out too. But I'm extremely busy with a very heavy workload right now so that might take me awhile. Anywho I got most everything ready I guess but the thought of building another website, for personal, hobby, or business purposes kinda makes me queasy. I've had my fill of doing stuff for the internet lately. I'm gonna be on assignment for awhile anyway, but I get my last vacation of the summer soon and maybe I'll have some time then.


but without many good yoinkable quotations.

Well, you know what they say. One man's yoinkable is another man's "one that got away." I guess what I'm trying to say is that sometimes you take your yoinkable moments where you can get em. So good luck with that then.


Sorry I couldn't get to everyone but I'm tapped out and overworked right now, and the wife is on my tail about coming to bed and you all know how that is. If I don't reply I'm busy elsewhere.

But please carry on as you were if you wanna.
You guys have some interesting arguments.
 


Actually, after slogging through the OPs (lengthy) posts, I think I'm getting the point.

I agree that the game is thematically pulling away from being grounded in genuine human experience -- not that D&D was ever "realistic", but that the highly-fantastic comic-bookish elements of modern D&D can seem to be at odds with games that want to run based on more grounded human themes.

I still run and plot my games assuming a strong core of that humaness-- and in fact, the tension between the assumed 'reality' of the D&D world as it's presented in the books, and an equally assumed human condition makes for quite a bit of the dramatic friction in our games. See also the Liberation of Tenh story hour.

Now, we make no attempt at historical recreation or simulation-- our D&D games live in a D&D world, but they are informed by our understanding of the way people work, with history being a guide to that end. The politics of the game world mirror the politics of our real world, because people are people.

To answer the original question, we're not going to see any return to low fantasy or historically grounded fantasy in 4e. There are some voices in development who appreciate such things, but the majority of the smart guys over at WotC think that the "cool" factor on D&D should be turned up to eleven. Fair play to them.

A lot of the fans (probably most) agree with this approach, and since I know I can "skin" the rules however it suits me, I don't have a problem with it. I want a faster playing, deeper ruleset, and I'll mod it out however I need to to run my stories in it.

Most likely, I'll run it as-is and just see what kind of fantastic human near-myths we can make with the new game.

Thanks for the topic-- you're not a troll after all. :)
 

mhacdebhandia said:
I don't believe this is a reasonable conclusion to draw from the available evidence.

For instance, I don't see where "intense training, dedication, or just plain old toughness" qualifies as supernatural, or why "toughness, self-discipline, and supreme mastery of his fighting skills" would remind you of Gohan and Ryu.

"A martial character is much like a world class athlete" seems like a pretty straightforward statement that these characters are exceptional, not supernatural.
Perhaps I am misinterpreting the whole "power source" side of things. I keep imagining a guy with a sword and a plutonium pack strapped to his back. :p

I have a nagging feeling that the Bo9S approach to warriors is going to permeate the core of 4E. I genuinely hope I am wrong - the source you linked to provides me with some hope that I am.
 

Thurbane said:
I have a nagging feeling that the Bo9S approach to warriors is going to permeate the core of 4E. I genuinely hope I am wrong - the source you linked to provides me with some hope that I am.
I suppose it depends on what you mean by "the Bo9S approach". I think that martial characters will have access to some form of at-will, per encounter, and possibly per day abilities in 4e. In terms of style and flavor, however, I believe they will be more like Diamond Mind and Iron Heart (extraordinary fighting skill) than Desert Wind and Shadow Hand (supernatural effects).
 

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