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<blockquote data-quote="pemerton" data-source="post: 5757709" data-attributes="member: 42582"><p>No. It moved to non-simulationist mechanics.</p><p>And so the player of an alchemist PC can explain why more potions aren't being made: "I ran out of time", "I ran out of stuff", "I was having a sleep", etc.</p><p></p><p>This sort of ad hoc fiction has been part of D&D at least since Gygax wrote about the rationale for XP keying of adventuring rather than training in the DMG.</p><p></p><p>I responded to this upthread, with the comment that those PCs are epic demigods and so hardly common inhabitants of "the land" - and suggested that the overall fiction of the campaign should be developing to reflect this.</p><p></p><p>If "the land" is rife with heroic demigods, then I agree that demon princes would not be feared. But I assume that this is not the case. The PCs are the only ones, aren't they?</p><p></p><p></p><p>And yet, they all seem to converge on a set of ideas around notions such as "metagame mechanics", "non-simulationionst action resolution", page 42 as a key focus for GM judgement calls in action resolution, etc - it's uncanny!, and almost as if Rob Henisoo wasn't lying when he said that the game design was influenced by modern indie RPGs!</p><p></p><p>(Even down to some subtleties around fictional positioning of the sort [MENTION=386]LostSoul[/MENTION] is good at pointing out, which also come up in some indie RPGs.)</p><p></p><p>Why would they, when their PCs can mock Juiblex and cause the cosmos to shake and oozes to collapse?</p><p></p><p>Or, to respond a different way, players did stand up against nonsense in RPGs, and dropped D&D for Runequest and Rolemaster.</p><p></p><p>Or, to respond yet a different way, when did 3E- or whatever other game is your benchmark from which 4e departs - become the poster child for "just the right amount of simulationist realism"?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5757709, member: 42582"] No. It moved to non-simulationist mechanics. And so the player of an alchemist PC can explain why more potions aren't being made: "I ran out of time", "I ran out of stuff", "I was having a sleep", etc. This sort of ad hoc fiction has been part of D&D at least since Gygax wrote about the rationale for XP keying of adventuring rather than training in the DMG. I responded to this upthread, with the comment that those PCs are epic demigods and so hardly common inhabitants of "the land" - and suggested that the overall fiction of the campaign should be developing to reflect this. If "the land" is rife with heroic demigods, then I agree that demon princes would not be feared. But I assume that this is not the case. The PCs are the only ones, aren't they? And yet, they all seem to converge on a set of ideas around notions such as "metagame mechanics", "non-simulationionst action resolution", page 42 as a key focus for GM judgement calls in action resolution, etc - it's uncanny!, and almost as if Rob Henisoo wasn't lying when he said that the game design was influenced by modern indie RPGs! (Even down to some subtleties around fictional positioning of the sort [MENTION=386]LostSoul[/MENTION] is good at pointing out, which also come up in some indie RPGs.) Why would they, when their PCs can mock Juiblex and cause the cosmos to shake and oozes to collapse? Or, to respond a different way, players did stand up against nonsense in RPGs, and dropped D&D for Runequest and Rolemaster. Or, to respond yet a different way, when did 3E- or whatever other game is your benchmark from which 4e departs - become the poster child for "just the right amount of simulationist realism"? [/QUOTE]
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