--> "has no duck in the quackery."
"Ducks in the Quackery" has just become the title of my Toon/Call of Cthulhu fusion.
--> "has no duck in the quackery."
I think so. It is funny because I really wasn't thinking about the things you brought up and they could be presented as points against my claim. To me they are not really, but in the general sense, I guess they are.I think we may be talking about two different types of mechanics
I agree. Thank youThis has been a very enlightening discussion! Thanks for that.
I said that I think I disagree - "think" is a weaker claim than "know".Huh? You don't know what I'm talking about, but you know you disagree?
I don't see why "game piece" and "theme" are at odds. One thing a game piece can do is bring with it thematic content. This is basically what Worlds and Monsters is about - it is the only D&D book I know that talks about the fictional elements of D&D as game pieces, that is, as elements to be used by the GM in constructing a game with a particular "vibe and atmosphere" (to borrow a phrase from Mercurius). (One exception: the 4e DMG has this sort of discussion in its Languages section.)I'm certain the designers love ethics in their games. But they don't want them burdening the mechanics. They just want the "game piece" to be a good "game piece". And the same old theme of role playing "on top" of the system returns. You can do that.
Collins says that a game piece (or game element):In a lot of editions of the game, classes compared to new classes were designed by [first] imagining what could exist in the D&D world, and now I assign the mechanics that make that feel realistic and then I’m done. Well the problem with that is, that you get an interesting simulation of a D&D world but not necessarily a compelling game play experience.
...
since we’re playing a game, why is this game piece different than another game piece and why do I want to play it instead another game piece. It's got to have a hook (or multiple hooks, preferably) for every class because it’s got to be compelling for people to play it. Not just because it’s got a story – that’s important – but good, compelling mechanics that fit into the team work aspect of gaming
I think that there are two difficulties that this sort of approach faces, though. I wouldn't say that they're insuperable, but I don't think they're trivial either.Then there are alignment restrictions to different classes. I'm not convinced that these would make it more or less difficult to play with a narrativist bent. You can make some powerful thematic statements by choosing to take actions that make you give up your Paladin abilities, for example.
I didn't say this. In fact I said something closer to the opposite (and which you quoted), namely, "Every time an infernal warlock uses a power, for example, s/he is drawing on the power of the Nine Hells." Given that using a power is an event in the game that engages the action resolution mechanics of the game, this is a very high degree of mechanical support for the introduction of conflict.You seem to be maintaining that:
(1)The 4E warlock is great for narrativist play because the GM can "introduce thematic conflict" with absolutely no support from the mechanics at all.
Is the absence of mechanical alignment a mechanical feature of the game? I don't know - is there more at stake in that question than mere semantics?I find your position incoherent given the fact that you're using this argument (that 4E doesn't mechanically enable narrativist play) to support your contention that 4E mechanically enables narrativist play.
The two alleged contradictions, I think, were in relation to the "minionising" Arcana check, and in relation to the Athletics rules.No one said you had done so.
They seem pretty stark to me, though.
Is the claim, then, that 4e doesn't suit simulationist gaming one about what some people find better, based upon their style? Or an objective claim? What about the claim that 3E supports serious RPGing better than 4e?No one would be arguing with you if you said "I find 4e better for narrativist gaming, based upon my style." It is only the (seeming) claim of being objectively better that is in contention.
As I've said - apparently everyone agrees that 4e is different from 3E, except nearly everyone who doesn't like 4e also agrees that 4e does nothing that 3E can't do better.
If you are spinning everything else the same way you are spinning this quote, then of course you would not see it.The reason I doubt that there is such evidence is because I've read a lot of what the 4e designers have said, and I don't recall anything that I take as evidence for your claim.
Is ANYONE other than you hung up on the Forge red herring?play in a narrativist (in the Forge sense) fashion.
As I've said - apparently everyone agrees that 4e is different from 3E, except nearly everyone who doesn't like 4e also agrees that 4e does nothing that 3E can't do better.