OD&D = social mobility, 4e does not

Tigh

First Post
OD&D = social mobility, 4e does not


If someone with a modern education went far into the past they could contend with any sorcerer on the basis of knowledge and theory. Social mobility used to be a big part of Americas' self image compared to what used to be called the old world. It appears to me that this trend has come full cycle. Now people dream of being married into royalty, getting lucrative jobs serving the oil rich, and being "discovered" by some existing authority.

A character made in 4e is best served by viewing how they can contribute to the group they belong too. That sense of belonging seems to be the guiding star unto itself. One can be part of a great team and do amazing things. Never mind that that team will only go on adventures that are provided for it. Defining it's own adventure or quest seems to be extinct.

Look at player expectations. If the tomb of an ancient sorcerer is opened they fully expect it to be more powerful than any one of them alone. Ancient knowledge is easily accepted as more valid and more powerful than our own. If that sorcerer befriends the party, rewards them for helping, and sets about subjugating the medieval population for a new monolith project the party has no problem with it. Particularly if the promise is that upon completion the sorcerer will be able to share the most powerful spell of their lost civilization with the party.

And if that spell came at the cost of thousands of lives in forced labor, the monolith dominated the country side, and turned out to be a minor first level spell? What then. But 4e DM's would never do that. They would introduce some super spell off the level charts at a new level of power. The idea that some geeky repressed person trapped under the status quo is the source of the most powerful spell is gone. Players will assume the person is secretly receiving instructions or that they dug it up somewhere.

In fact what is the best promotion that a 4e party can offer any NPC. That's right. Membership in the group. Nothing more. No longer are the phrases like "king maker", "discoverer of", and "inventor" heard. But I bet you they can talk for days on end about how things are fine they way they are, and one should learn to appreciate what they have, and even that these thoughts are dangerous and I should be stopped.

:)
Tigh
 

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Is this based on actual play you've experienced? DOesn't sound like any games I've run in any edition in terms of player's expectations. Then again, as a long time reader of Elric and a certain tome he sought with numerous answers to all questions only to have it crumble in his hands... perhaps I'm the odd bird out.
 







It seems to me that your post mixes up a number of ideas:

1. Older editions encourage the PCs to develop and grow in power as individuals and to become leaders (directly or indirectly) of groups, 4e encourages the PCs to develop and grow in power as a group, or through reliance on existing groups or powerful individuals.

2. Older editions encourage the PCs to develop and invent new powers (e.g. through spell research), 4e encourages the PCs to discover ancient secrets instead. The implication here is that in older editions, the future is always better than the past, while in 4e, the future can never be as good as the past.

3. All the above is a reflection of the current state of society, in which people try to get ahead not through their own efforts, but through patronage from those in power.

While I don't necessarily agree with all of the above, I do feel that the element of spell research (or power research in general - no need to leave out the martial power source) is something that the 4e rules do not really address. Individual DMs can always allow it if they want to, of course, just as individual DMs could also develop adventures and campaigns where the PCs can rise to lead countries, empires and world- (or plane-) spanning organizations.
 


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