Manbearcat
Legend
To be fair, the Disease Track has absolutely nothing to do with Come and Get It, so really, why bother discussing it?![]()
LOL. I forgot. All your CaGI are belong to US!!!!!!
Too true!
To be fair, the Disease Track has absolutely nothing to do with Come and Get It, so really, why bother discussing it?![]()
LOL. I forgot. All your CaGI are belong to US!!!!!!
Obviously, 4e is too video-gamey.What you say!!!!
Someone set us up the BOMB!!!!
Why, you HEATHEN!
I don't know that it matters in terms of whether people like a game or not, though it could, but we all do get stuck in certain ways of thinking about any given game. I do it too. Going to cons is good, you run into totally different ways of thinking about your favorite games.
I like my way of playing D&D, I have a consistently enjoyable game with a very little prep and DM stress. I don't feel any pressing need to expand my gaming horizons but if DDN had really clear and focused procedural advice for running a more story-based game with scene-framing I would give it a go.
A thought that was prompted by some of the comments on p 42, trump cards, the disease track, etc:
I think one major cleavage in action resolution systems is whether processes and outcomes are meant to conform to a pre-given "credibility test", or whether processes and outcomes are meant to be used to determine what is credible within the gameworld.
Two games that are clearly in the former category: HeroQuest revised and Marvel Heroic. Both have explicit text to this effect, stating that before a conflict is framed and resolved it has to be clear to everyone what is going on, and how it is going to work within the fictional constraints (including especially genre constraints). This is how both those systems handle the "Superman and Jimmy Olsen" problem - instead of relying on huge numerical differences in ability ratings (which then cause all sorts of headaches in system design and the actual process of resolution), they rely on extra-mechanical framing constraints. So when Jimmy's player puts together a dice pool to pull Lois Lane out of the wrecked car, it may not look very different from Superman's dice pool to throw the burning petrol tanker into the nearby lake; but Jimmy's player can't frame a "throw truck into lake" conflict at all, because that would violate credibility.
Some games that clearly fall into the latter category: Classic Traveller and Runequest; DC Heroes (at least the original version - I have no idea how this game has evolved); Rolemaster.
An interesting intermediate case: Burning Wheel. (The mechanics mostly set the parameters for framing conflicts; but credibility constraints set the parameters for narrating consequences, especially consequences of failure.)
I think 4e is an intermediate case too. Page 42, and skill challenge resolution, are mostly in the first category. A lot of combat resolution, though, is in the second category. Simple skill checks can be in either category, I think, depending on how the GM approaches things.
My feeling is that most 3E/PF players - at least the active posters on these boards - play 3E as a second-category game (ie the mechanical resolution system is used to settle questions of credibility, rather than vice versa). (How this is reconciled with hit points as a combat mechanic I don't entirely understand.)
I think classic D&D may have been a bit more intermediate in its approach. Eg Moldvay Basic talks about how to adjudicate a player whose PC is losing a fight, and wants to jump over the edge of the cliff hoping that s/he will land in a stream below. From memory the suggested survival chance is 2%; but simply applying the falling rules the chance would be 0%, which implies to me that Moldvay regards the falling rules not as a determiner of credibility, but rather as a mechanic whose use and application is itself to be shaped by prior application of a credibility test.
I hope the above made some sense.