Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Mongoose's "State of the Mongoose"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 5750002" data-attributes="member: 58197"><p>That's why I included the caveat, "as far as the actual game mechanics go." This is what I have observed as far as what fans of each game object to in the <em>rules</em> of the other. There are also more general, philosophical questions, which I touch on later in the post.</p><p></p><p>I come at this from the point of view of somebody who runs 4E in preference to other editions, but has severe reservations about it. Early 4E saw the triumph of a philosophy I first saw creep into the game in 3E: the idea that "fluff" and "crunch" are separable, that you can focus on designing crunchy abstract rules and slap on some fluff afterward, and if the fluff kinda-sorta lines up with the crunch, it's all good. I blame Magic: The Gathering*.</p><p></p><p>The reason I run 4E is that they did do a really bang-up job with those crunchy abstract rules, and the resulting "skeleton" is very strong. Earlier editions had such clunky rules and horrendous balance that when I try to go back to them after 4E, they drive me up the wall in short order. But I am dissatisfied with 4E's handling of the details of the game world. I find it deeply irritating to run a combat where the wizard announces something like, "I deal 12 points of damage to these three stirges (pointing at minis), and they're immobilized until the end of my next turn," and I have to stop him and say, "Dude, what did your character <em>do?</em>"</p><p></p><p>My hope is that 5E can use the lessons learned from building that strong rules skeleton, but bring the "fluff" back into prominence. In a different thread, I comment that the flavor text of <em>fireball</em> (glowing bead streaks to destination, detonates in burst of flame) carries a ton of implied rules: You can use it to set fire to a barn full of hay, or generate a flash of illumination in a dark place, or signal an ally from miles away by firing it into the night sky. Flavor text <em>is</em> rules text. 4E forgot that** and 5E should remember.</p><p></p><p>[SIZE=-2]*No, actually, I really do blame Magic: The Gathering. The decision to put mechanics first and flavor second was one that the M:tG designers made many years ago, and it was right and necessary for that game. But that same idea seems to have bled over into WotC's RPG side, and in an RPG it's poison.</p><p></p><p>**Although, as I said, this started in 3E. 3E tried to codify all those implied rules as actual rules, resulting in monstrous bloat. 4E's approach was to decide, "We can't codify all those implied rules, so we're going to pretend they don't exist."</p><p>[/SIZE]</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5750002, member: 58197"] That's why I included the caveat, "as far as the actual game mechanics go." This is what I have observed as far as what fans of each game object to in the [I]rules[/I] of the other. There are also more general, philosophical questions, which I touch on later in the post. I come at this from the point of view of somebody who runs 4E in preference to other editions, but has severe reservations about it. Early 4E saw the triumph of a philosophy I first saw creep into the game in 3E: the idea that "fluff" and "crunch" are separable, that you can focus on designing crunchy abstract rules and slap on some fluff afterward, and if the fluff kinda-sorta lines up with the crunch, it's all good. I blame Magic: The Gathering*. The reason I run 4E is that they did do a really bang-up job with those crunchy abstract rules, and the resulting "skeleton" is very strong. Earlier editions had such clunky rules and horrendous balance that when I try to go back to them after 4E, they drive me up the wall in short order. But I am dissatisfied with 4E's handling of the details of the game world. I find it deeply irritating to run a combat where the wizard announces something like, "I deal 12 points of damage to these three stirges (pointing at minis), and they're immobilized until the end of my next turn," and I have to stop him and say, "Dude, what did your character [I]do?[/I]" My hope is that 5E can use the lessons learned from building that strong rules skeleton, but bring the "fluff" back into prominence. In a different thread, I comment that the flavor text of [I]fireball[/I] (glowing bead streaks to destination, detonates in burst of flame) carries a ton of implied rules: You can use it to set fire to a barn full of hay, or generate a flash of illumination in a dark place, or signal an ally from miles away by firing it into the night sky. Flavor text [I]is[/I] rules text. 4E forgot that** and 5E should remember. [SIZE=-2]*No, actually, I really do blame Magic: The Gathering. The decision to put mechanics first and flavor second was one that the M:tG designers made many years ago, and it was right and necessary for that game. But that same idea seems to have bled over into WotC's RPG side, and in an RPG it's poison. **Although, as I said, this started in 3E. 3E tried to codify all those implied rules as actual rules, resulting in monstrous bloat. 4E's approach was to decide, "We can't codify all those implied rules, so we're going to pretend they don't exist." [/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mongoose's "State of the Mongoose"
Top