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How did 4e take simulation away from D&D?
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<blockquote data-quote="pemerton" data-source="post: 5496746" data-attributes="member: 42582"><p>I know what you mean (well, I think I do!), and in some ways would like to be a bit more relaxed in my approach to posting. And yet every now and then when I try to relax, and am less precious about the way I describe my game or my approach to GMing, I find myself blindsided by some post that makes all sorts of assumptions about the nature and rationale of RPGing that I feel just aren't applicable to my game.</p><p></p><p>And so then I armour up again!</p><p></p><p><a href="http://www.enworld.org/forum/rpg-industry-forum/301517-mearls-legends-lore-all-roads-lead-rome-redux-25.html" target="_blank">An example going on right now</a> on the industry forums involves ( . . . drum roll . . .) skill challenges.</p><p></p><p>I'm being told that skill challenges both (i) are not really and different to ordinary skill checks, but (ii) involve arbitrary limits on successes vs failures. In that sort of environment, I'm going to strongly emphasise that the limits on successes vs failures aren't arbitrary, but rather are a tool for regulating the introduction of complications into the situation by the GM, and the responses to those complications by the players (using their PCs as vehicles). And because I'm trying to establish this basic idea that there is a difference between on the one hand runing a skill challenge in 4e, and on the other hand running the use of thief skills to search a room or ranger skills to traverse a swamp in AD&D, I'm not inclined to also talk about the role of GM judgment in setting up the challenge, in varying the parameters of adjudication on the fly, and in making calls about consequences as part of the process of resolving it and not just planning for it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5496746, member: 42582"] I know what you mean (well, I think I do!), and in some ways would like to be a bit more relaxed in my approach to posting. And yet every now and then when I try to relax, and am less precious about the way I describe my game or my approach to GMing, I find myself blindsided by some post that makes all sorts of assumptions about the nature and rationale of RPGing that I feel just aren't applicable to my game. And so then I armour up again! [url=http://www.enworld.org/forum/rpg-industry-forum/301517-mearls-legends-lore-all-roads-lead-rome-redux-25.html]An example going on right now[/url] on the industry forums involves ( . . . drum roll . . .) skill challenges. I'm being told that skill challenges both (i) are not really and different to ordinary skill checks, but (ii) involve arbitrary limits on successes vs failures. In that sort of environment, I'm going to strongly emphasise that the limits on successes vs failures aren't arbitrary, but rather are a tool for regulating the introduction of complications into the situation by the GM, and the responses to those complications by the players (using their PCs as vehicles). And because I'm trying to establish this basic idea that there is a difference between on the one hand runing a skill challenge in 4e, and on the other hand running the use of thief skills to search a room or ranger skills to traverse a swamp in AD&D, I'm not inclined to also talk about the role of GM judgment in setting up the challenge, in varying the parameters of adjudication on the fly, and in making calls about consequences as part of the process of resolving it and not just planning for it. [/QUOTE]
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How did 4e take simulation away from D&D?
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