BryonD
Hero
Noted. But I really don't care. *I'M* talking about what the perceived issues with 4E are.I made it pretty clear upthread that I'm using Forge terminology.
Well, what he is talking about is pretty much a direct hit for the gamist elements that I find detracting in 4E. Quoting the forge seems a red herring to addressing the issue.What Collins talks about isn't about gamism in this sense. Being self-conscious about game elements as game elements is, probably, at odds with some sorts of simulationism (= exploration-based play). It isn't necessarily connected, though, to "step on up" play (= gamism, in the Forge sense).
I guess you have a slight point with alignment. But most people use alignment very loosely or ignore it altogether. I really don't think you are describing a 3E problem that needed solving.By narrativism, I mean a game in which the purpose of play is for the players and GM together to engage with and address thematic (moral, aesthetic) ideas in the course o play, and to express there own conclusions on these matters. If the gameworld or the mechanics already answer these questions (eg via alignment rules, dark side point rules, rules that tell us when a PC becomes evil and also tell us that evil PCs become NPCs, etc) then it doesn't serve this purpose so well.
This is great and I 100% endorse what you are saying here. But you are also backfitting the solution onto the system, and further you are doing that despite WotC statements to the effect that they left them as a specific part of the design approach. So what you are doing is great, but it doesn't make 4E itself any better, it just means playing 4E at your table would be a a hair improved against the average. (And I'm already willing to take much more than that for granted.)The 4e warlock doesn't get mechanically tested, that is true. For me that is a virtue, because it leaves the field of interpretation and engagement open to the players and GM. Every time an infernal warlock uses a power, for example, s/he is drawing on the power of the Nine Hells. I think it's pretty obvious how a GM might use this to introduce thematic conflict into a game, and oblige the player of that PC to engage with that theme in some way as part of driving the game forward. (At present, I'm in a similar point in my game with a Chaos Sorcerer about to become a Demonskin Adept. And he's just retrained Diplomacy to Intimidate in order to support a rattling power. So he's providing his own answer to the question - Does chaos lead to corruption?).
You could say it. I don't think it is a fitting rebuttal. When I talk about people having bad experiences with 3E, I'm talking about people actively describing how they went in with expectations and those expectations were not fulfilled. They wanted an experience and did not get it.Well, I could equally say that there are some people who seem simply never to have had the good fortune of getting into a really good narrativist game, where play is driven by the thematic concerns the players bring to the table, rather than by the desire to explore a pre-given fantasy world.
I'm not willing to concede that there are significant numbers of people seeking the game experience you describe. I mean, I've never had a great game of golf or Pokemon either. I don't expect that to change any time soon.
Not experiencing something you are not after is not at all the same thing as failing to get something you do seek.
I'm certain there are others who agree with you. But overall, I'm also certain your approach is an outlier. Usually when I talk to 4E fans they DON'T claim that 4E is different then 3E in these ways. The highly common response is that 4E does everything 3E does, only better and easier. Which ties back to my prior comment.
I've frequently said that I think you can play 4E style using 3E. I'll still say that. BUT, I also readily agree that 4E is BETTER if that is what you want. I think 3E does 4E vastly better than 4E does 3E. But "vastly better" isn't really anything more than an academic observation.So for me, the strangest thing about this thread is being told by many of those critics that, in fact, 3E handles non-simulationist play just as well as 4e, and that it either also possesses these mechanics, or can repiclates them just as well, and that their express existence in 4e makes no difference to the sort of roleplaying that 4e can support.
I also agree that you can role play anything in 4E that you can in 3E. Of course you can. Role play ultimately is not between the covers of a book. But the level of satisfaction that the game is going to provide if you want a good model is going to be vastly different.
And example I've given before is that I can role play Superman in any system. But I'm going to find the experience far more satisfying in a PL15+ MnM game than I am in a 100 point GURPS game. And yet I can role play it just the same. Obviously the rules in the books need to provide quality feedback to the role play. And if you want the "in the book" feel, it is my strong opinion that 3E is Superman in PL15 MnM and 4E is Superman in 100 pt GURPS. If you desire something else, then 4E may rock on toast.