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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
In Defense of 4E - a New Campaign Perspective
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<blockquote data-quote="Atlictoatl" data-source="post: 7602003" data-attributes="member: 6916204"><p>For myself, I loved that 4e separated the narrative and the mechanics. For many years, I gamed with about 30 people online in different PbP games who ran with that, separating fluff from crunch and telling the most magnificent tales together, our imaginations freed while simultaneously being supported in the more mechanical aspects of the game. I've been gaming since the '80's and have played every edition of D&D, as well as dozens of other games, and 4e was the first game that really drove home for me the realization of a mechanical chassis supporting a narrative, and that the two could be separated for creative purposes.</p><p></p><p>I think the takeaway is that some people were enamored with the way 4e did things, in this regard, and others were greatly turned off. Which isn't to say that the latter population doesn't enjoy narrative or even narrative separation, just that the manner in which 4e went about it didn't meet their needs or preferences.</p><p></p><p>For many of us, though, it was an ideal synthesis. I only wish that published adventures lived up to the design intent, and that they had found a way from the beginning to speed up combat or impress upon people the need for 'featured combat', as was expressed in the OP. And that what 4e was doing appealed to more people, at the time of its run.</p></blockquote><p></p>
[QUOTE="Atlictoatl, post: 7602003, member: 6916204"] For myself, I loved that 4e separated the narrative and the mechanics. For many years, I gamed with about 30 people online in different PbP games who ran with that, separating fluff from crunch and telling the most magnificent tales together, our imaginations freed while simultaneously being supported in the more mechanical aspects of the game. I've been gaming since the '80's and have played every edition of D&D, as well as dozens of other games, and 4e was the first game that really drove home for me the realization of a mechanical chassis supporting a narrative, and that the two could be separated for creative purposes. I think the takeaway is that some people were enamored with the way 4e did things, in this regard, and others were greatly turned off. Which isn't to say that the latter population doesn't enjoy narrative or even narrative separation, just that the manner in which 4e went about it didn't meet their needs or preferences. For many of us, though, it was an ideal synthesis. I only wish that published adventures lived up to the design intent, and that they had found a way from the beginning to speed up combat or impress upon people the need for 'featured combat', as was expressed in the OP. And that what 4e was doing appealed to more people, at the time of its run. [/QUOTE]
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