There is no agenda, I just call it like I see it.
Maybe I can be of assistance.
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There is no agenda, I just call it like I see it.
But it's stupid and, frankly, terrifying to me that the top rules-writer for a game would expound on how AWESOME it was that it was necessary for him to act creatively because, basically "the rules were just so terrible, lol!" That's not what I would be looking for in a head of R&D. I'd want to hear how his rules continue to allow for and reward that kind of creativity while also being BETTER RULES.
Maybe I can be of assistance.
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Okay, on to actually discussing the Mearls article...
Before you get too worried about what Mr. Mearls might do to D&D, please bear in mind that he was on the 4E design team--if you like 4E as it is, he had a hand in it! More to the point, he was the creator of "Iron Heroes." While Iron Heroes has a gritty sword-and-sorcery flavor reminiscent of the old editions, the mechanics are fairly modern, and obviously designed with the intent that playing within the scope of the rules should be fun and exciting. There are certainly no "intentionally crappy" classes in IH.
What I take away from this article is the understanding that rules aren't everything. Mearls isn't proposing to make deliberately bad rules, and if you think he is, you haven't been paying attention to anything he's done in the RPG industry. Playing within the rules should be fun. But D&D should also encourage players to think beyond the rules, to imagine and experiment, because the ability to do that has always been central to the appeal of RPGs. If the designers lose sight of that, they might as well apply for a job at Blizzard to work on WoW.
The fact that Mearls had a blast playing his thief by going beyond the sucky thief rules is an argument, not for having sucky thief rules, but for going beyond the rules.
If you say so...Nah, even a blind man can see the crap that's going on.
Musicians, Athletes, Presidents, Actors, Writers, Game Developers have all brought us some wonderful things, and yet they have also brought us utter crap at times. Just because Mearls had a hand in some things and came up with good ideas in others doesn't make him flawless. The excuse, "to err is human" is fine, but it doesn't get you anywhere in business. Looking at someone's achievements doesn't always forgive them for their failures.
Clearly it did when I read it.I hope that's what's in Mearls' head, but it certainly didn't come out through his fingers.
Remember, before Dnd the average person didnt have any access to fantasy type stuff...
Sure, but why is this badwrongfun? My experience is that you are typically also thinking for and about your character in their current situation, so it's still roleplaying - just a specific and "gamist" style of roleplaying.You know: he really talks about my biggest problem of 3e+ (with 4e making it more obvious):
If you think in game terms, calculating your chances, trying to exploit powers, you are metagming...
I don't recognise the lack of situational importance in the play of 4E. My experience is that players are still thinking very much about the terrain and situation surrounding their characters as they play. They may be doing so in a more "game system" way than a "world physics (as I see it)" way, but that is a style issue, to me, not a right way/wrong way issue.Less powerful abilities, or abilities that can be combined with the terrain (like old school grease) increases your identification with the character you play and your feeling to be in an interactive world.
Maybe that is so for you, but flanks, sight lines, terrain effects and the inbuilt interactions between character abilities seem to keep me and those I play with just as engaged as our individual characters' abilities.If you have powers and abilities, that are useful in a vaccuum, you stop paying attention to what is around you.
Yes, I recognise this difference, too, but I think we need to be very careful to think about what is really going on, here. "The fiction" does not actually have any independent existence. It resides in our imaginations - often there is assumed to be a "master copy" residing in one person's imagination. Imagining things that have no independent existence is commonly called "making stuff up". So, actually, the 'system' in use in these games is actually "we make stuff up". There is absolutely nothing wrong with that - I love it as a game style, as one among several - but it can lead us astray in our thinking if we forget that this is what we are doing and ascribe the adjudications to any external "reality".I think that's a false dichotomy and I don't think anyone here is arguing that D&D doesn't have a "tactical" combat foundation.
But, there's a difference between combat rooted in what is happening in the fiction and combat that is rooted in what is happening on the table.
Actually, to begin with, I don't think that was how D&D was originally intended to focus. Both Gary Gygax and Dave Arneson were wargamers, and initially that was how they viewed the game. Pretty soon, people did start focussing on how combat (particularly) "should" work - and building a fiction ("making stuff up") to suit their own tastes and beliefs. It was really this train of development that led me away from D&D in around 1980, because I was convinced at the time that "realism" was essential and D&D didn't have it. What I see now is that what "realism" really meant was that D&D didn't fit with my personal beliefs about how the world worked; it was when those beliefs were gradually challenged and had to be changed that I realised that the "realism" my 20-odd year old self found was actually not significantly more "realistic" than D&D...The original D&D largely focused on fictional combat with the real world elements (like minis and grids) being used as a rough sketch of what was happening in the fiction.
Different strokes, I think. To me, the system description plus a little 'fluff' is what is happening in the game-world. I don't need much of a sense that it is "realistic", nowadays, so it's just an "alien" world that works differently. If you haven't seen the webcomic "Erfworld", that is a graphic story that deals with just this concept really well. It's also very funny...Now, with 4E, we've gotten to the point where most of the action happens at the table, the moving of minis, selecting power cards, etc. What happens in the fiction (in our imagination) is largely irrelevant. It's like playing Chess and then going back and "describing" what happened when I moved my Knight and took your Rook. "My knight charges and thrusts his lance into your rook!" But, really, I'm just moving my piece up 2 and 1 sideways.
Tabletop RPGs excel at a lot of things, in my experience. Sadly, not all of them can be done at once, or with one mode of play. That doesn't make any of them "wrong" or "suboptimal" - it just means that roleplaying is a broad and complex medium, like music or visual arts. You can't improve Mozart by adding a driving beat and you won't get a better rock anthem by performing it with an orchestra in six variations. Both forms are fine as they stand - mixing them to get "the ultimate piece of music" won't ever work.And, that's what Mike Mearls is saying that tabletop RPGs excel at. It's why even though he was playing a Thief with 10% Open Locks he could still make an impact on the game.
Yes* - you get a playstyle that you don't care for. Fair enough. But that doesn't make that style invalid or wrong.But, guess what? If everyone is rooted in the numbers, and the only thing that matters is the battlemat, minis and power cards... Well... You see where I am going, yeah?