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How did 4e take simulation away from D&D?
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<blockquote data-quote="invokethehojo" data-source="post: 5502008" data-attributes="member: 62525"><p>What your saying is entirely true, but as a person who has played D&D for 20 years and 3 editions I have to say that over time the game has moved more in a direction where it doesn't promote that kind of thinking. </p><p></p><p>When I read the 4e players handbook what I hear about the rules is, "here is a box", when I read the 2e players handbook I heard about the rules, "start with this box and think outside of it". The only thing really different is the way they present the message. </p><p></p><p>It seems like no big deal to many players who think creatively no matter what, but the power of suggestion can be very important to most people. I think when learning a new RPG people tend to absorb it the way it is presented. So if thinking outside the box isn't encouraged anywhere in the rules then for that first month you are playing a new RPG, mostly trying to get a grip on the rules, it isn't popping into your head to try it. By the time you know how to play there are new options to pick each level and new books and before you know it thinking outside the box becomes like that rarely used utensil in the back of your silverware drawer: still useful, but you don't use it mostly because you have to look for it. Out of sight, out of mind.</p><p></p><p>(I was trying hard to think of a clever way of including a "there is no spoon" reference in that post, but I didn't roll well enough on my Intelligence check.)</p></blockquote><p></p>
[QUOTE="invokethehojo, post: 5502008, member: 62525"] What your saying is entirely true, but as a person who has played D&D for 20 years and 3 editions I have to say that over time the game has moved more in a direction where it doesn't promote that kind of thinking. When I read the 4e players handbook what I hear about the rules is, "here is a box", when I read the 2e players handbook I heard about the rules, "start with this box and think outside of it". The only thing really different is the way they present the message. It seems like no big deal to many players who think creatively no matter what, but the power of suggestion can be very important to most people. I think when learning a new RPG people tend to absorb it the way it is presented. So if thinking outside the box isn't encouraged anywhere in the rules then for that first month you are playing a new RPG, mostly trying to get a grip on the rules, it isn't popping into your head to try it. By the time you know how to play there are new options to pick each level and new books and before you know it thinking outside the box becomes like that rarely used utensil in the back of your silverware drawer: still useful, but you don't use it mostly because you have to look for it. Out of sight, out of mind. (I was trying hard to think of a clever way of including a "there is no spoon" reference in that post, but I didn't roll well enough on my Intelligence check.) [/QUOTE]
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How did 4e take simulation away from D&D?
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