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"Kill the Sacred Cow!"
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<blockquote data-quote="Wik" data-source="post: 3727920" data-attributes="member: 40177"><p>When OD&D switched to 1e, the changes weren't particularly huge. While the system was rather different, the main gist of it was the same. Sure, a bunch of stuff was *added* (Half-orcs, assassins, monks, half-elves, etc..) and the mechanics varied quite a bit. But the world was the same.</p><p></p><p>2e knocked off half-orcs, monks and assassins (and then added them back - numerous times - in sourcebooks due to player demand). Level limits were increased, and a bunch of stuff was tacked on.</p><p></p><p>3e changed the rules and aspects of the game so much, that it made every published setting have to rework itself (it also made it difficult to "convert" some old 2e settings, most notably Dark Sun). Namely because the rules knocked off some of 2e's "sacred cows". </p><p></p><p>But I've been talking almost exclusively of D&D, which isn't the only game that has done this.</p><p></p><p>The 3e/4e shadowrun split in regards to Decking is a nice example. In old shadowrun, deckers were hackers that did their work seperated from the rest of the group. Designers (and some players) have complained that this meant the group never adventured together, and that the GM often had to switch between two groups (the decker, and everyone else) to keep the game rolling. And, to keep up with modern technology (people forget the original SR was made in the late eighties/early nineties), they had to let Deckers "go wireless".</p><p></p><p>So, in 4e, we have deckers that hack into systems as they move, meaning they need to stay with the group. A fundamental part of the shadowrun experience has been changed, supposedly to facilitate gameplay.</p><p></p><p>I can understand their reasoning. However, I'm not a huge fan of the switch. Maybe it's because I've read Neuromancer a million times, but I like how the decker was something seperate from the rest of the group - it feels "right". </p><p></p><p>And in old SR games I've played, it seemed like everyone had their own niche, and everyone did their thing on their own. No one in the group had a problem sitting out while the decker opened a few doors for them. Or, if that was going to be a problem, with the decker running two characters. </p><p></p><p>I really think that "everyone is seperate" was part of the play experience of Shadowrun. I haven't played SR 4e, but I know - even if the rules are entirely the same, which they aren't - that it would be an entirely different game experience. And I want to play Shadowrun, not something that's kind of like Shadowrun.</p><p></p><p>Imagine if 4e D&D comes out, and Turn Undead is gone (I actually hope it is, but bear with me for a second). Saving Throws are kaput. No more gnomes. Goodbye Vancian magic. The emphasis is taken away from dungeons (again!). Paladins no longer exist. Bards are gone (or are actually worth playing!). Wizards don't need spellbooks. Clerics don't need to pray to gods (one of the big 3e changes that I *still* hate!). Characters are more similar in hit points (no d4 for wizards).</p><p></p><p>Sure, it'll say D&D on the cover, but it just... isn't the same game, I guess.</p></blockquote><p></p>
[QUOTE="Wik, post: 3727920, member: 40177"] When OD&D switched to 1e, the changes weren't particularly huge. While the system was rather different, the main gist of it was the same. Sure, a bunch of stuff was *added* (Half-orcs, assassins, monks, half-elves, etc..) and the mechanics varied quite a bit. But the world was the same. 2e knocked off half-orcs, monks and assassins (and then added them back - numerous times - in sourcebooks due to player demand). Level limits were increased, and a bunch of stuff was tacked on. 3e changed the rules and aspects of the game so much, that it made every published setting have to rework itself (it also made it difficult to "convert" some old 2e settings, most notably Dark Sun). Namely because the rules knocked off some of 2e's "sacred cows". But I've been talking almost exclusively of D&D, which isn't the only game that has done this. The 3e/4e shadowrun split in regards to Decking is a nice example. In old shadowrun, deckers were hackers that did their work seperated from the rest of the group. Designers (and some players) have complained that this meant the group never adventured together, and that the GM often had to switch between two groups (the decker, and everyone else) to keep the game rolling. And, to keep up with modern technology (people forget the original SR was made in the late eighties/early nineties), they had to let Deckers "go wireless". So, in 4e, we have deckers that hack into systems as they move, meaning they need to stay with the group. A fundamental part of the shadowrun experience has been changed, supposedly to facilitate gameplay. I can understand their reasoning. However, I'm not a huge fan of the switch. Maybe it's because I've read Neuromancer a million times, but I like how the decker was something seperate from the rest of the group - it feels "right". And in old SR games I've played, it seemed like everyone had their own niche, and everyone did their thing on their own. No one in the group had a problem sitting out while the decker opened a few doors for them. Or, if that was going to be a problem, with the decker running two characters. I really think that "everyone is seperate" was part of the play experience of Shadowrun. I haven't played SR 4e, but I know - even if the rules are entirely the same, which they aren't - that it would be an entirely different game experience. And I want to play Shadowrun, not something that's kind of like Shadowrun. Imagine if 4e D&D comes out, and Turn Undead is gone (I actually hope it is, but bear with me for a second). Saving Throws are kaput. No more gnomes. Goodbye Vancian magic. The emphasis is taken away from dungeons (again!). Paladins no longer exist. Bards are gone (or are actually worth playing!). Wizards don't need spellbooks. Clerics don't need to pray to gods (one of the big 3e changes that I *still* hate!). Characters are more similar in hit points (no d4 for wizards). Sure, it'll say D&D on the cover, but it just... isn't the same game, I guess. [/QUOTE]
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