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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="ExploderWizard" data-source="post: 4779445" data-attributes="member: 66434"><p>I would say that a popular adventure format for 4E is the delve rather than playstyle. The collaborative storytelling playstyle can be a delve, or any other type of adventure. The game can operate with rules that have consistent explanations of abilities within the game world and still be played as collaborative fiction. Older edition systems can be played this way and not suffer from that style at all.</p><p> </p><p>The older edition rules also worked (and were written) for a different style of play. In the default style for these rules the players roleplayed thier character's reactions to events within the game world with the DM acting as a judge and moderator of those interactions. The story came out of the results of those interactions. There is a subtle but important difference in these styles of play.</p><p> </p><p>The largest change brought about by 4E is the default playing style is that of collaborative storytelling. When abilities simply function on the basis of importance to the story rather than any connection to how things are modeled in the game world, then storytelling is the only style of play where the actions in the game make sense. This is where the majority of dissapointment in the 4E system comes from (at least from me). If storytelling was your preferred style of play with earlier systems then 4E is like a dream come true. If exploration/roleplaying with the DM as a judge is your preferred playstyle then 4E just isn't going to work. </p><p> </p><p>As far as being bound to the almighty RAW is concerned its very easy to see only back as far as 3E with the massive rules bloat. There were times before the era of more rules just to sell more books that games didn't assume that players wouldn't think for themselves.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4779445, member: 66434"] I would say that a popular adventure format for 4E is the delve rather than playstyle. The collaborative storytelling playstyle can be a delve, or any other type of adventure. The game can operate with rules that have consistent explanations of abilities within the game world and still be played as collaborative fiction. Older edition systems can be played this way and not suffer from that style at all. The older edition rules also worked (and were written) for a different style of play. In the default style for these rules the players roleplayed thier character's reactions to events within the game world with the DM acting as a judge and moderator of those interactions. The story came out of the results of those interactions. There is a subtle but important difference in these styles of play. The largest change brought about by 4E is the default playing style is that of collaborative storytelling. When abilities simply function on the basis of importance to the story rather than any connection to how things are modeled in the game world, then storytelling is the only style of play where the actions in the game make sense. This is where the majority of dissapointment in the 4E system comes from (at least from me). If storytelling was your preferred style of play with earlier systems then 4E is like a dream come true. If exploration/roleplaying with the DM as a judge is your preferred playstyle then 4E just isn't going to work. As far as being bound to the almighty RAW is concerned its very easy to see only back as far as 3E with the massive rules bloat. There were times before the era of more rules just to sell more books that games didn't assume that players wouldn't think for themselves. [/QUOTE]
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