D&D 4E Palladium's philosophy for D&D 4e? Pros and cons

Chainsaw Mage

First Post
So this chap on RPGnet went to the Palladium open house, and shared his thoughts about the experience. It prompted a lengthy and fairly positive thread. One post got me thinking about the intricate, crunch-and-balance-heavy philosophy driving D&D 3.5, and made me wonder if what D&D 4e needs is a return to an older style of thought. The post follows:

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After going to the open house, playing in some games and watching others, I honestly and truly think that a major part of the problem that many people have with PB is that they keep looking for the baseline, they official rules, the standard off of which to base things.

I'm flat out telling you that there isn't one. Ever hear Old Geezer talk about how he and the old gang made up rules and just kept trying :):):):) until they found something that more or less worked for them? That's Kevin all over. He made a bunch of stuff up, it worked for him because he ran fast and loose, it worked for his players because they had been playing with him for a long time and were fully on board for his play style. They published it, people who have a similar play style like it, those who require exact rules for everything and are not willing to GM on the fly don't like it so much.

Looking for an official standard assumes that there is one, there isn't. Basically it's all house rules, there is little or no 'one true way' or core system, just a home brew Kevin managed to publish and has been slightly tweaking on and off for 25 years now. Some of the tweaks he puts in the books, some he doesn't, but there isn't a ongoing discussion of rules and game balance and how to make the system better, it's just tweaking :):):):) and saying "maybe this will be cool." Like a shade tree mechanic trying to make his car go faster. I know that drives some people nuts, and I know a lot of people like to think of game designers as calm, careful men who weigh the pros and cons of every rule change before committing them to paper, but it ain't so in many cases, game designers are us, except they manage to make a living at it.

One of the guys I talked with at the OH said "Palladium games are not so much a system as a giant Rorschach test, what you see in them tells little about the system, but a lot about you." I think he's right.

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Is there something to be said for this "fast and loose and damn the torpedoes" approach to the game? Or is it a case of "been there, done that", and now D&D can never go back that way, especially as it becomes integrated with an online component in D&D 4e?
 

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i have to admit the quote from rpgnet about palladium's philosophy made me nostalgic for the good old days of mountain dew, AD&D 1e, and sleeping over at a friend's house to game all night long. hoping to catch a glimpse of friend's hot mom in bathrobe (but that's another thread).

but will D&D 4 adopt a more "open" and less "crunchy" approach? Never. It would muck with the integration of tabletop and online play.
 

Nope. If anything, I think you'll see an increasing emphasis on rules and the 'game' part of the RPG from WotC, becuase market research tells them that's what sells.

as for the poster...well, I have to say that I find the opinion of someone who thinks RPG designers actually make a living as a group off their work a little silly. :p
 

Chainsaw Mage said:
So this chap on RPGnet went to the Palladium open house, and shared his thoughts about the experience. It prompted a lengthy and fairly positive thread. One post got me thinking about the intricate, crunch-and-balance-heavy philosophy driving D&D 3.5, and made me wonder if what D&D 4e needs is a return to an older style of thought. The post follows:

****
After going to the open house, playing in some games and watching others, I honestly and truly think that a major part of the problem that many people have with PB is that they keep looking for the baseline, they official rules, the standard off of which to base things.

I'm flat out telling you that there isn't one. Ever hear Old Geezer talk about how he and the old gang made up rules and just kept trying :):):):) until they found something that more or less worked for them? That's Kevin all over. He made a bunch of stuff up, it worked for him because he ran fast and loose, it worked for his players because they had been playing with him for a long time and were fully on board for his play style. They published it, people who have a similar play style like it, those who require exact rules for everything and are not willing to GM on the fly don't like it so much.

Looking for an official standard assumes that there is one, there isn't. Basically it's all house rules, there is little or no 'one true way' or core system, just a home brew Kevin managed to publish and has been slightly tweaking on and off for 25 years now. Some of the tweaks he puts in the books, some he doesn't, but there isn't a ongoing discussion of rules and game balance and how to make the system better, it's just tweaking :):):):) and saying "maybe this will be cool." Like a shade tree mechanic trying to make his car go faster. I know that drives some people nuts, and I know a lot of people like to think of game designers as calm, careful men who weigh the pros and cons of every rule change before committing them to paper, but it ain't so in many cases, game designers are us, except they manage to make a living at it.

One of the guys I talked with at the OH said "Palladium games are not so much a system as a giant Rorschach test, what you see in them tells little about the system, but a lot about you." I think he's right.

****

Is there something to be said for this "fast and loose and damn the torpedoes" approach to the game? Or is it a case of "been there, done that", and now D&D can never go back that way, especially as it becomes integrated with an online component in D&D 4e?

Well if there is anything more like Palladium in d&d 4e I know that I wil keep playing 3.5e....
 

If I wanted sloppy rules I had to fix myself, I'd be playing 1st edition. It irked me to have to make damn near everything up then as well. You still need a rule to handle situations, you just get the added effort of writing them yourself. Given that I think theres more people currently playing 3.5 than 1e, I think I can guess which direction WOTC will lean. If not, I have a ton of material anyways.
 


RPG Rules are like an inverse of cooking.

It is really easy to season things to taste at the table, but if you add too much stuff during the cooking process, you can't take it out.

In contrast, you can always ignore rules you don't like- playing "fast & loose and damn the torpedoes"- but its much harder to come up with house rules that are consistent and balanced with the rest of the system.
 

Infernal Teddy said:
For a moment, I paniced.

I actually thought Palladium had bought D&D... :D

Bwa ha ha ha ha! Dude, that's like worrying the RC cola will buy Coke.

WotC could buy Palladium out of pocket change, but Kev wouldn't sell to save his own life. Palladium will buy D&D when hell freezes over, gets conquered by Smurfs, and winds up as an ice cream stand chain partnered with Pizza Hut.
 

Andor said:
Bwa ha ha ha ha! Dude, that's like worrying the RC cola will buy Coke.

WotC could buy Palladium out of pocket change, but Kev wouldn't sell to save his own life. Palladium will buy D&D when hell freezes over, gets conquered by Smurfs, and winds up as an ice cream stand chain partnered with Pizza Hut.

Yeah, but you gotta admit - the idea IS scary, no? ;)
 

There is definitely something to be said for running games fast and loose with rules on the fly. Rifts is just one of those systems where the rules are a general guideline and you have to handle other stuff as you wish when you gm. It is not a system for powergamers as some people seem to think. If you try to powergame in my Rifts, I will find your weakness, nuke it (that's pretty much everyone's weakness), and make you start over. Characters that stand out too much become quick targets for the Coalition or other nasty oppressive organizations. Rifts is there to be fun, quick, and let you try some of the strangest things you ever wanted to try in science fiction. It is not supposed to challenge your tactical mastery of the rules so much as your actual ability to think tactically. My favorite way to run Rifts is to present a clear no-win situation and let the players figure out a way to lessen the damage. After all, with so many powerful and incredible creatures around, who is to say that a handful of scruffy mercenaries are gonna be able to make the world turn. The world spins on its own just fine, and the players are lucky if they can simply hold on.
 

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