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<blockquote data-quote="Lizard" data-source="post: 4221836" data-attributes="member: 1054"><p>As a writer of brilliant tales, deeply moving, with complex character arcs and the ability to fairly easily respond to radical changes in cast and timing imposed on him by external factors....he is a master.</p><p></p><p>As a builder of wholly consistent worlds....erm...well, let's put it this way, I found THREE dates for the first lunar colony in canon sources. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I am of the type who, when desperate, will flip open a monster manual until I find a critter which implies a plot to me, then build a plot around it -- at least enough to get by. (I rarely do more than 30 minutes prep for my 3e games; indeed, I'll sometimes brag to players that "Hey, I actually did prep work this time!") From what I've seen of 4e, it works the other way -- you get an idea then find monsters to fill it. Everything has a niche, a role, a purpose, and can't easily go beyond it. Encounters are more complex, involving larger numbers of monsters. Terrain and tactical options are more important. Everyone says it's easier to ad-hoc things in 4e, but I don't see how; stuff I used to fudge because it didn't matter now becomes vital due to expanded player movement abilities and the wide range of tactical positioning options.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4221836, member: 1054"] As a writer of brilliant tales, deeply moving, with complex character arcs and the ability to fairly easily respond to radical changes in cast and timing imposed on him by external factors....he is a master. As a builder of wholly consistent worlds....erm...well, let's put it this way, I found THREE dates for the first lunar colony in canon sources. :) I am of the type who, when desperate, will flip open a monster manual until I find a critter which implies a plot to me, then build a plot around it -- at least enough to get by. (I rarely do more than 30 minutes prep for my 3e games; indeed, I'll sometimes brag to players that "Hey, I actually did prep work this time!") From what I've seen of 4e, it works the other way -- you get an idea then find monsters to fill it. Everything has a niche, a role, a purpose, and can't easily go beyond it. Encounters are more complex, involving larger numbers of monsters. Terrain and tactical options are more important. Everyone says it's easier to ad-hoc things in 4e, but I don't see how; stuff I used to fudge because it didn't matter now becomes vital due to expanded player movement abilities and the wide range of tactical positioning options. [/QUOTE]
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