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Maybe I was ALWAYs playing 4e... even in 2e
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<blockquote data-quote="pemerton" data-source="post: 8623305" data-attributes="member: 42582"><p>Do you have a RPG in mind that exemplifies both?</p><p></p><p>I think there is a tension in design here, myself. "Flavour", or narrative-driven imagining, is liable to be disrupted by <em>too</em> much prominence of fiction that disrupts it, and so is best supported by a strong degree of curation - typically GM curation - that can help mitigate any such disruptions and keep what happens at the table at least broadly in line with what the description has evoked.</p><p></p><p>The GM-side of this - to continue my undead example - is to encourage "good roleplaying" by players who have had the GM describe a scary undead to them.</p><p></p><p>Conversely, the 4e-style approach, in which it is the actual play and resolution of things at the table that generates the imagined stuff, relies upon robust mechanics with non-curated outcomes to do its thing.</p><p></p><p>This is why I don't think it is easy to do both. I mean, maybe you'll get both from time-to-time, but I don't think it's easy to design to achieve both as consistent aspects of play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8623305, member: 42582"] Do you have a RPG in mind that exemplifies both? I think there is a tension in design here, myself. "Flavour", or narrative-driven imagining, is liable to be disrupted by [i]too[/i] much prominence of fiction that disrupts it, and so is best supported by a strong degree of curation - typically GM curation - that can help mitigate any such disruptions and keep what happens at the table at least broadly in line with what the description has evoked. The GM-side of this - to continue my undead example - is to encourage "good roleplaying" by players who have had the GM describe a scary undead to them. Conversely, the 4e-style approach, in which it is the actual play and resolution of things at the table that generates the imagined stuff, relies upon robust mechanics with non-curated outcomes to do its thing. This is why I don't think it is easy to do both. I mean, maybe you'll get both from time-to-time, but I don't think it's easy to design to achieve both as consistent aspects of play. [/QUOTE]
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