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Once per day non-magical effects destroy suspension of disbelief
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<blockquote data-quote="chriton227" data-source="post: 4335632" data-attributes="member: 33263"><p>Over the last several weeks, I've seen a lot of people complaining about this or that aspect of 4e not fitting their personal preferences or campaign style, and saying that is a problem with 4e. 4e, just like 3.x, GURPS, HERO, and all other RPG systems, is nothing but a set of tools to assist in playing and adjudicating a game. Not all tools are alike, nor do they excel at the same thing. As a programmer, the languages I use are tools. JavaScript isn't the best tool to create a relational database, and assembler isn't the best tool to create a web page. Just like a chainsaw isn't the best tool for modifying a mini, and a Dremel isn't the best tool for cutting down a tree. If I tried to cut a tree down with a Dremel, it wouldn't be the tool's fault for not doing it very well, it would be my fault for selecting the wrong tool for the job. The same applies for RPGs. Don't blame the system because it doesn't do a good job with something it wasn't designed for, instead select the right tool for the job. I can't blame Aftermath for doing a poor job with a cinematic anime game, it would be my fault for choosing the wrong system.</p><p></p><p>Wouldn't it be a better use of time and energy to search for or create a game system that does what you want it to do rather than railing against a particular system for not doing what you want? Is there some odd pleasure derived from shouting to the world that hammering a square peg into a round hole is ugly business?</p></blockquote><p></p>
[QUOTE="chriton227, post: 4335632, member: 33263"] Over the last several weeks, I've seen a lot of people complaining about this or that aspect of 4e not fitting their personal preferences or campaign style, and saying that is a problem with 4e. 4e, just like 3.x, GURPS, HERO, and all other RPG systems, is nothing but a set of tools to assist in playing and adjudicating a game. Not all tools are alike, nor do they excel at the same thing. As a programmer, the languages I use are tools. JavaScript isn't the best tool to create a relational database, and assembler isn't the best tool to create a web page. Just like a chainsaw isn't the best tool for modifying a mini, and a Dremel isn't the best tool for cutting down a tree. If I tried to cut a tree down with a Dremel, it wouldn't be the tool's fault for not doing it very well, it would be my fault for selecting the wrong tool for the job. The same applies for RPGs. Don't blame the system because it doesn't do a good job with something it wasn't designed for, instead select the right tool for the job. I can't blame Aftermath for doing a poor job with a cinematic anime game, it would be my fault for choosing the wrong system. Wouldn't it be a better use of time and energy to search for or create a game system that does what you want it to do rather than railing against a particular system for not doing what you want? Is there some odd pleasure derived from shouting to the world that hammering a square peg into a round hole is ugly business? [/QUOTE]
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