Remathilis
Legend
PLEASE quote where I said that, and I will ask for pardon.
Follow the quote links back to see who I was responding to...
PLEASE quote where I said that, and I will ask for pardon.
I did some analysis of the game itself on the OP. Ok, I'll expand.
In AD&D by EGG:
1) Being good or evil is just the same for survival, progression and success. Being good or even beign the protagonist, grants you no special consideration. You are all by yourself.
2) Power and luck is the only thing that will define a battle, not your higher or better morals. There is no cosmic justice in the D&D world. If you are stronger, more resourceful and lucky, you win and nothing will punish you for that aside from an revengeful enemy.
3) Advancement is by killing and looting (1 XP for 1 GP). Killing an evil or a good guy is just the same. Looting from an evil temple or from charity is just the same - no moral judgments.
4) No XP given for quests. So if you help the peaceful villagers, they is no XP from that aside from what they pay you. If you kill them and take their stuff, you'll win just the same XP and the extra XP for the villagers. Then you can go kill the evil monster and take his stuff as well. Nothing in the system punishes you for doing that.
"Quest" is a spell 5th level cleric spell that works like a curse, more than something noble and idealistic to do.
5) Gods have stats and can be killed. They are just super-powerful monsters.
6) Nowhere it says that being evil is against the premise of the game, as the 4E say. You even have an evil-only class: the assassin.
7) Guidelines for demon summoning, totally available for the players.
8) More randomness, more unbalance, more weird unexpected stuff. No forced balanced encounters, no prescript treasure.
9) The only reason for being good, is to have access to the nifty paladin and ranger abilities, and too be able to use some magic items reserved for the good guys - so it's totally in self interest, no real altruism.
That makes the game strongly sword & sorcery in my eyes.
Yeah, see, I wondered if maybe that's what you meant. So I do disagree after all. How did players "bully" DMs because of something in the game itself? That seems an odd and certainly unproveable assertion to make. If DMs let themselves be bullied, I don't know how playing OD&D, BD&D, 1e, 2e, 3e, or 4e is going to have any effect on that.By player empowerment, I mean a combination of giving PCs game breaking powers well beyond what they had in earlier editions, while basing the system on the PCs and the DMs NPCs using the same rules on an even playing field. Players were given the power to bully DMs within the system for the first time.
And that's different than today's game... how?1) Being good or evil is just the same for survival, progression and success. Being good or even beign the protagonist, grants you no special consideration. You are all by yourself. The system or the DM does not help you out.
If anything, the de-emphasizing, neutering and almost complete abandonment of alignment as a game element in 4e speaks much more strongly to this idea than anything in 1e or before.Zulgyan said:2) Power and luck is the only thing that will define a battle, not your higher or better morals. There is no cosmic justice in the D&D world. If you are stronger, more resourceful and lucky, you win and nothing will punish you for that aside from an revengeful enemy.
And that differs from today's game... how? I mean, I get the detail of xp = gp, but what moral judgements does 3e or 4e make about who you decide to fight?Zulgyan said:3) Advancement is by killing and looting (1 XP for 1 GP). Killing an evil or a good guy is just the same. Looting from an evil temple or from charity is just the same - no moral judgments on the source of XP and $$$.
Should it? And what does that have to do with high fantasy or sword & sorcery? That's a game element that does not map to a literary genre. In other words, I could just as easily have said that in a more modern game, nothing in the system punishes you for pretending to kill the evil monster and conning the townspeople into giving you reward. It's still a challenge overcome. XP and loot. Woot! Or, nothing punishes you for killing the monster and then going back to the town and shaking them down for protection money.Zulgyan said:4) No XP given for quests. So if you help the peaceful villagers, they is no XP from that aside from what they pay you. If you kill them and take their stuff, you'll win just the same XP and the extra XP for the villagers. Then you can go kill the evil monster and take his stuff as well. Nothing in the system punishes you for doing that.
The only reason that's nto true for 4e is because they haven't gotten around to it yet. :shrug: 3e had a Deities & Demigods book too, y'know.Zugyan said:5) Gods have stats and can be killed. They are just super-powerful monsters.
I'm not very familiar with 4e, so help me out here. 4e says this? Even while it eliminates, say, alignment requirements for paladins making the classic anti-paladin a playable class right from the get-go?Zulgyan said:6) Nowhere it says that being evil is against the premise of the game, as the 4E books say. You even have an evil-only class: the assassin.
And if you mean to say that that's unique to OSR games, you're also flat-out wrong.Zulgyan said:7) Guidelines for demon summoning, totally available for the players.
That's a game element that has nothing whatsoever to do with sword & sorcery or high fantasy or any other genre either, for that matter.Zulgyan said:8) More randomness, more unbalance, more weird unexpected stuff. No forced balanced encounters, no prescript treasure.
Hah! And in 4e you can get those abilities without being good. That's an example of the opposite of what you claim it is.Zulgyan said:9) The only reason for being good, is to have access to the nifty paladin and ranger abilities, and too be able to use some magic items reserved for the good guys - so it's totally in self interest, no real altruism.
Well, clearly. I don't see how a single one of those is relevent to sword & sorcery, and for that matter, I think a good half of them are just flat out incorrect to boot.Zulgyan said:That makes the game strongly sword & sorcery in my eyes.
Uh... what? Then you missed the point of my question. And apparently forgot the point of the entire discussion... which... you... started.See my above post. I was not comparing AD&D to 4E. I stating characteristics that made AD&D strongly S&S.
Good, because they're notAgain, I never said that 3E or 4E was pure HF.
Yes. It's also undeniable that some people prefer more S&S-influenced campaigns. But that doesn't automatically indicate a preference in edition.I say that many people want D&D -any edition- to work more like HF game. This is undeniable...
Zul, I don't think you've correctly demonstrated there is a greater demand for High Fantasy today.That is why -my thesis- in order to make the current prevalent campaign and adventure design work, one that is more rooted in HF than in S&S...
Yeah, see, I wondered if maybe that's what you meant. So I do disagree after all. How did players "bully" DMs because of something in the game itself? That seems an odd and certainly unproveable assertion to make. If DMs let themselves be bullied, I don't know how playing OD&D, BD&D, 1e, 2e, 3e, or 4e is going to have any effect on that.