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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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<blockquote data-quote="pemerton" data-source="post: 6362119" data-attributes="member: 42582"><p>No worries, and no need to apologise. I don't think we're saying identical things, but I think we're looking at things from a similar perspective.</p><p></p><p>The biggest puzzle for me in understanding 4e is Essentials. I honestly can't understand who thought that was going to be a successful format. And I don't understand the love affair with bloated, over-wordy descriptions of everything. 5e continues that. Contrast Moldvay Basic, or the original Rolemaster books, which make a virtue of terseness.</p><p></p><p></p><p>For me, a key word here is "promoted". A game doesn't become less "hard coded" just because it denies that it is.</p><p></p><p>I think 4e is very flexible across a range of campaign assumptions, magic item densities, granularity of resolution, healing expectations, etc. And to date I haven't seen anything in the 5e materials to suggest that it is more flexible.</p><p></p><p>This does seem to be a key feature of 5e. Which makes the <em>marketing</em> of 5e very important.</p><p></p><p>This is why it might be as important to <em>assert</em> flexibility as to actually <em>be</em> - because impressions of the brand are crucial for this strategy.</p><p></p><p>So 4e isn't an RPG at all? Is that the implication of the comparison to Monopoly?</p><p></p><p>The two games have almost nothing in common. Just for starters, Monopoly has no action declaration, in part because it has no characters.</p><p></p><p>Your other claim, that metagame mechanics drive a wedge between player and PC, may be true for you but doesn't generalise very reliably. Most people I've ever gamed with, for instance, feel that having resources they can deploy when the situation of their PC is desperate - ie being able to push themselves harder - reinforces the unity between player and PC.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6362119, member: 42582"] No worries, and no need to apologise. I don't think we're saying identical things, but I think we're looking at things from a similar perspective. The biggest puzzle for me in understanding 4e is Essentials. I honestly can't understand who thought that was going to be a successful format. And I don't understand the love affair with bloated, over-wordy descriptions of everything. 5e continues that. Contrast Moldvay Basic, or the original Rolemaster books, which make a virtue of terseness. For me, a key word here is "promoted". A game doesn't become less "hard coded" just because it denies that it is. I think 4e is very flexible across a range of campaign assumptions, magic item densities, granularity of resolution, healing expectations, etc. And to date I haven't seen anything in the 5e materials to suggest that it is more flexible. This does seem to be a key feature of 5e. Which makes the [I]marketing[/I] of 5e very important. This is why it might be as important to [I]assert[/I] flexibility as to actually [i]be[/I] - because impressions of the brand are crucial for this strategy. So 4e isn't an RPG at all? Is that the implication of the comparison to Monopoly? The two games have almost nothing in common. Just for starters, Monopoly has no action declaration, in part because it has no characters. Your other claim, that metagame mechanics drive a wedge between player and PC, may be true for you but doesn't generalise very reliably. Most people I've ever gamed with, for instance, feel that having resources they can deploy when the situation of their PC is desperate - ie being able to push themselves harder - reinforces the unity between player and PC. [/QUOTE]
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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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