Well the concept of 'charm' is pretty darn subjective, so I don't think you can really claim that 4e has less charm or more charm than 3.5. "It has 3.2 less charm units!" But, yeah, with that said, I can sort of see where you're coming from, but for me anyway, the important factor is this:
But my disappointment blossomed into a growing excitement when I realized that I didn't need the fluff fed to me. I could make it up myself. In fact, I was supposed to. That's what 4e is all about; everything you want can fit into it, always say yes, improvise on the fly.
Right now, it's probably true that most games are more about the roll-play than the roleplay. But that's just because this edition is relatively young, and people are still getting used to the mechanics, still enjoying the basic pleasure of getting a critical hit with your fancy new Daily power. Once that excitement wears off, you'll find more and more people making up their own campaign settings or building modules that focus heavily on roleplay. And I think when that time comes (and it's sort of already coming now), people will find that 4e has plenty of space for that sort of thing. Plenty of space for 'charm'.
When I first sat down and read through the 4e core rulebooks, I felt mildly disappointed for about an hour or so. In general, I expected a lot more fluff, a lot more of a sense of a fantastic world, instead of a bundle of mechanics.I'm looking for playability in a rule system, not charm, so I'm not sure I'd notice if 4e was really lacking in that department (nor am I sure what previous editions of D&D had is rightly called 'charm' -- 'idiosyncrasy' might be better a better word). Besides, I vastly prefer the charm me and my friends bring to the game over the off-the-shelf variety.
Our 4e campaign is stuffed to gills with charm and flavor. As is our 3e campaign.
But my disappointment blossomed into a growing excitement when I realized that I didn't need the fluff fed to me. I could make it up myself. In fact, I was supposed to. That's what 4e is all about; everything you want can fit into it, always say yes, improvise on the fly.
Right now, it's probably true that most games are more about the roll-play than the roleplay. But that's just because this edition is relatively young, and people are still getting used to the mechanics, still enjoying the basic pleasure of getting a critical hit with your fancy new Daily power. Once that excitement wears off, you'll find more and more people making up their own campaign settings or building modules that focus heavily on roleplay. And I think when that time comes (and it's sort of already coming now), people will find that 4e has plenty of space for that sort of thing. Plenty of space for 'charm'.
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