Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore - The Temperature of the Rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5746999" data-attributes="member: 42582"><p>I agree that 4e is fundamentally different in mechanical design from earlier editions of D&D (although this and some other recent threads are also giving me a better idea of how different 3E is from classic D&D).</p><p></p><p>I don't agree with your A to B analysis, though. My view is that pre-4e editions of D&D are designed assuming roughly simulationist mechanics (ie mechanics model the internal causal logic of the gameworld) though with puzzling additional features like hit points and universally scaling saving throws (and it's noteworthy that these were the two AD&D mechanics that generated apologies from Gygax for their non-simulationist character). The non-simulationist accretions provide some guarantees as to fictional outcomes (eg a degree of plot protection for PCs), but on the whole the mechanics provide no guarantee of, in play, generating a story with any particular thematics or dynamic.</p><p></p><p>4e is designed, rougly, to determine fictional outcomes via its mechanics, but to permit a much looser fit between fictional and mechanical process. In some mechanics (eg skill challenges) it expressly confers authority on who gets to narrate the fictional process (a GM, in the case of a skill challenge). In others, it leaves it open how the table arrives at a shared account of events in the fictin (eg Come and Get It). (The technical term for this sort of action resolution is fortune-in-the-middle.) The mechanics are also designed to generate a certain dynamic, and (in my view, at least) the integration of mechanical and story elements also strongly suppots generating strong thematics (provided one is looking to play within a reasonably conventional range of fantasy tropes and themes).</p><p></p><p>Nor do I agree that it is easy, or even generally possible, to play A so as to deliver the B experience. Simulationist mechanics offer no promise of story (in the technical sense, of having dramatic dynamics and thematic content). This is why games which used simulationist mechanics but wanted to deliver story - like (some versions of) 2nd ed AD&D, Storyteller, etc - have instructions to the GM to suspend or override the action resolution mechanics from time to time in the interests of the story. 4e does not need such an instrution (despite the retrograde step in Essentials of including it), because its action resolution mechanics will reliably deliver story (in the relevant sense) just by being used.</p><p></p><p>One way in which A can be played so as to come closer to delivering B is mid-to-high level Rolemaster (and I suspect name level and above D&D), because - provided the players are on board - they can use the "narrative control" magic that PCs of those levels enjoy to collaborate with the GM in scene-framing. But while this can solve some issues of pacing between scenes (in my last high level Rolemaster campaign, liberal use of group Time Stop magic worked wonders for this), it doesn't help with pacing <em>during</em> scenes, which I know from experience is a big issue in Rolemaster.</p><p></p><p>TL;DR - people who switch from Rolemaster to 4e, or from Runquest to HeroQuest, aren't just confused about the possibilities attainable within those various systems. They know what they're doing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5746999, member: 42582"] I agree that 4e is fundamentally different in mechanical design from earlier editions of D&D (although this and some other recent threads are also giving me a better idea of how different 3E is from classic D&D). I don't agree with your A to B analysis, though. My view is that pre-4e editions of D&D are designed assuming roughly simulationist mechanics (ie mechanics model the internal causal logic of the gameworld) though with puzzling additional features like hit points and universally scaling saving throws (and it's noteworthy that these were the two AD&D mechanics that generated apologies from Gygax for their non-simulationist character). The non-simulationist accretions provide some guarantees as to fictional outcomes (eg a degree of plot protection for PCs), but on the whole the mechanics provide no guarantee of, in play, generating a story with any particular thematics or dynamic. 4e is designed, rougly, to determine fictional outcomes via its mechanics, but to permit a much looser fit between fictional and mechanical process. In some mechanics (eg skill challenges) it expressly confers authority on who gets to narrate the fictional process (a GM, in the case of a skill challenge). In others, it leaves it open how the table arrives at a shared account of events in the fictin (eg Come and Get It). (The technical term for this sort of action resolution is fortune-in-the-middle.) The mechanics are also designed to generate a certain dynamic, and (in my view, at least) the integration of mechanical and story elements also strongly suppots generating strong thematics (provided one is looking to play within a reasonably conventional range of fantasy tropes and themes). Nor do I agree that it is easy, or even generally possible, to play A so as to deliver the B experience. Simulationist mechanics offer no promise of story (in the technical sense, of having dramatic dynamics and thematic content). This is why games which used simulationist mechanics but wanted to deliver story - like (some versions of) 2nd ed AD&D, Storyteller, etc - have instructions to the GM to suspend or override the action resolution mechanics from time to time in the interests of the story. 4e does not need such an instrution (despite the retrograde step in Essentials of including it), because its action resolution mechanics will reliably deliver story (in the relevant sense) just by being used. One way in which A can be played so as to come closer to delivering B is mid-to-high level Rolemaster (and I suspect name level and above D&D), because - provided the players are on board - they can use the "narrative control" magic that PCs of those levels enjoy to collaborate with the GM in scene-framing. But while this can solve some issues of pacing between scenes (in my last high level Rolemaster campaign, liberal use of group Time Stop magic worked wonders for this), it doesn't help with pacing [I]during[/I] scenes, which I know from experience is a big issue in Rolemaster. TL;DR - people who switch from Rolemaster to 4e, or from Runquest to HeroQuest, aren't just confused about the possibilities attainable within those various systems. They know what they're doing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore - The Temperature of the Rules
Top