Possibly dumb poll: Playing vs. Running D&D Editions

Which of the following would you be willing to do semi-regularly?


Personally, I've never considered 3.x as a backward step. Some things I weren't too pleased with, but at least it was fairly customizable to my tastes.

I used to hang about Dragonsfoot a lot. I've seen a lot of the complaints I refer to. :)

But I see this comparison to the complaints about 4E and I find the premise to be wrong. 4E is a different game with many of the trappings of the previous editions but locked into a different paradigm, all of which stems from an overriding altruistic approach to the game that believes that players only surmounting obstacles that are specifically tailored to them is the only way they're going to have fun.

Interesting point.

I don't quite agree with it, though. For one thing, I can't think of a published adventure module that wasn't tailored towards adventurers of a certain level. You don't enter the Keep on the Borderlands and find a Colossal Red Dragon in the first cave, for instance.

Certainly there are tailored difficulty levels in 4e (the varying DCs of slime, for instance), but I don't know if you can extend that to the system as a whole.

Cheers!
 

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I used to hang about Dragonsfoot a lot. I've seen a lot of the complaints I refer to. :)



Interesting point.

I don't quite agree with it, though. For one thing, I can't think of a published adventure module that wasn't tailored towards adventurers of a certain level. You don't enter the Keep on the Borderlands and find a Colossal Red Dragon in the first cave, for instance.

Certainly there are tailored difficulty levels in 4e (the varying DCs of slime, for instance), but I don't know if you can extend that to the system as a whole.

Cheers!

I think you misunderstand me. It's one thing to simply go overboard and put a colossal Red Dragon in the first cave in an adventure, it's quite another to rigidly tailor a game built around a group that's got five people in it fulfilling specific roles that belong more to an MMO than to an RPG. If you were to take a published 4E adventure, say, Keep on the Shadowfell, and you were to tailor it for just two players, it would be ridiculous. All this dungeon space for very few monsters and very little treasure; you'd think the poor folks at Winterhaven would've taken Lord Podraig's troops and cleared it out themselves.

Sometimes, you want to put a monster somewhere that is going to completely outmatch the PCs, especially if you run a dynamic campaign that doesn't necessarily revolve around the PCs. One thing that 4E DMG "asks" that you do is tell your PCs the general level of the quest they're undertaking. I would never, ever do that.

One of the ways you build up tension and excitement at the table is by breaking the habit of leading players to where you want them to go. Tell them you're not leading them by the hand, that they can go wherever they want and you simply adjust. Throw out a few hooks, one for an easy adventure, one for a moderately hard adventure, one for a hard adventure, and a few for something that's just impossible on paper. Give the players a hook that involves a lot of treasure for a return of high risk, not bothering to specifically tailor the game to them, and you will develop a lot of tension. If they get in over their heads, if they do not escape, kill them or capture them and then kill them. That will let them know that you do not care about their well-being at all, that you're not leading them by the nose to where you want them to go, and that they truly live or die by their decisions.

When you get your players to ask, "Gee, I wonder if we can really handle this?," you've got them.

4E isn't really designed for this kind of game for a whole host of reasons, primarily the premise as described on pg. 28 DMG. This is a game that tells you that when your PCs are down do not have your monster NPCs keep hitting on them. This is a game in which the condition Immobilized has replaced Paralysis or Petrification; Immobilized basically means that you can defend yourself and you can hit targets, but you can't move, which makes no sense. Petrification was deadly; which is why Medusas and Basilisks were highly feared creatures. They don't do that anymore. Indeed, nothing is really, instantly deadly anymore in 4E. Oh, sure, you could put instantly deadly stuff in the game, but if you wanted to write an adventure for Dungeon Magazine the editors there will tell you, as they've told me, to take out that instant death trap you put in there.

4E wants you to be forgiving to your PCs if they do foolish things. If they go to the land of the giants and they're only 2nd Level, this game doesn't want you to put giants in your encounter tables. Sometimes, the players may decide they need to get somewhere, but they may have to cross an expanse that's known as a feeding ground for a mighty colossal Red Dragon (which, incidently, in 4E, aren't as mighty as they used to be). Yes, if the dragon appears, and attacks, the only recourse for the PCs is to flee or die, but that's part of High Adventure. High Adventure comes at High Risk.

When I submitted an adventure for 4E, it was rejected eight times for reasons that, had the game been written for 3.x, 2E, or 1E, would've been approved. One consideration I put in the adventure was what would happen if the PCs had managed to make too much noise or something that alerted the entire castle they were in. The place was filled with gnolls, and that if there were intruders anywhere in the castle they would ALL descend on the PCs. WotC editors didn't like that.

"Say only a couple encounter groups hit the PCs." They told me.

"Why?" I asked.

"Because if you throw forty-two gnolls at the PC's they're sure to be killed or captured."

"And? Your point being?" I said.

"Just rewrite this."

I don't handicapp or adjust my monsters on the condition or composition of the PCs. I stopped doing that back when I was first starting out, because there's no telling just what conditions may exist for the party.

That's the point I'm trying to make. I put monsters where I think they should be, and give them just what I want that would make sense to me under the circumstances, and respond to common sense directives based on those circumstances. If I want to put a colossal Red Dragon on the first cave in the Keep at the Borderlands, I will (maybe it's just acting like a sphinx or something, or maybe it's really an elaborate illusion).
 

Well, that nearly 40% still wouldn't want to run the new game and, as of right now, slightly more people would prefer playing 3X to the brand new 4E is rather telling. Heck, even if 4E playing takes the lead, that three months in it isn't completely dominant is telling.

But that is not incompatible with the people who do play it being more willing to DM.
Well, the fact that 40% of ENWorlders wouldn't want to run 4E doesn't really tell us anything specific. It could just as likely mean that 40% of ENWorlders just don't like DMing.

Also, I wouldn't take a poll on ENWorld to be a perfect snapshot of the hobby as a whole. In my experience, ENWorld has a population with a higher than average preference for older editions, because the population tends to be older here. A poll on a different forum would probably produce significantly different results, because the community is different.

Anyways, I voted that I would play in 4E or run 4E. I am not against playing or running 3E, but it would probably require special circumstances or a non-standard set-up to get me interested.
 

I voted against playing or DMing anything from OD&D through 2E simply because those systems were before my time, and from what little I do know about them doesn't make them look very interesting. I have no intention of ever working with THAC0 more than I already have, particularly if I have to learn a new system in order to do so.

I will play 3E/3.5E with no problem. I would probably not want to play a Core-only 3E/3.5E game, but I would play it if given a chance to use a lot of the later supplementary material. I don't intend to ever DM a 3E campaign ever again, though. It is just too much work.

I will happily play or DM a 4E campaign, and if I manage to find a good gaming group that would be my preference.
 

I would play anything but 2E, skipped it the first time and see no reason to go back.

I would run AD&D or 3E, again since that is what I have already done.
 

Also, I wouldn't take a poll on ENWorld to be a perfect snapshot of the hobby as a whole.
No, it's absolutely not, and I hope folks aren't reading any general extrapolations into this.

(1) ENWorld is, AFAICT, predominantly composed of DMs and players who sometimes DM.

(2) By definition, people who visit here wish to spend quite a bit of time on their hobbies - more than just the prep-work. This indicates a higher-than-average degree of involvement in the hobby.

(3) The number of active ENWorld posters is a tiny, tiny selection of all gamers. This would not be a problem, statistically, for a randomly selected group of gamers. For a self-selected group like ENWorld, it make extrapolation pointless.

If anyone on ENWorld thinks polls on ENWorld (or, for that matter, WotC's own D&D boards) tell them anything about the gaming public at large... Well, they're pretty deluded. :)

-O
 

That's the point I'm trying to make. I put monsters where I think they should be, and give them just what I want that would make sense to me under the circumstances, and respond to common sense directives based on those circumstances. If I want to put a colossal Red Dragon on the first cave in the Keep at the Borderlands, I will (maybe it's just acting like a sphinx or something, or maybe it's really an elaborate illusion).
So, in other words, you're looking for a non-levelled experience. More sandbox than guided.

3e, by the DMG, was very wedded to the CR/EL system. I frequently saw it criticized for exactly the reasons you're criticizing 4e encounter levels. No, seriously - exactly the same reasons. It's hand-holdy. It means you're never in over your head. It's handling the PCs with kid gloves.

Nevertheless, I (and many others) managed to run 3e sandbox-style. Myself, I ran a Wilderlands game, where random encounter ELs were based on the region characters were in, not on the characters' level.

I don't see - even a tiny bit - why this is different for 4e. Yes, the DMG gives all kinds of guidelines about what is or isn't deadly to characters - like the fall chart - but I never once felt that the DMG was telling me this was what I had to do. I felt that it was warning me, "You know, falls of big heights can be really deadly. Here's how deadly, compared to character levels."

You may have a different experience with publishing, at least for WotC. I don't see how this represents a difficulty for the system as a whole, though.

Also, re: Paralysis, stunning has taken over basically the same role. No actions, no movement. See ghouls for an example.

-O
 

I think you misunderstand me. It's one thing to simply go overboard and put a colossal Red Dragon in the first cave in an adventure, it's quite another to rigidly tailor a game built around a group that's got five people in it fulfilling specific roles that belong more to an MMO than to an RPG. If you were to take a published 4E adventure, say, Keep on the Shadowfell, and you were to tailor it for just two players, it would be ridiculous. All this dungeon space for very few monsters and very little treasure; you'd think the poor folks at Winterhaven would've taken Lord Podraig's troops and cleared it out themselves.

Funnily enough, I have run sessions of Keep tailored for two PCs (plus Splug).

It's nice playing sandbox style - I do with my other campaign. However, if I bought a module and found that it would kill the PCs because the designer had thought that you needed 10+ PCs to get through it and I only had 5, I'd be disappointed.

There is a basic reason that every adventure lists the levels it's intended for: people want to actually play the adventures they buy. It's one thing to spend time designing something for your home campaign, but published adventures need to take into account who will actually be playing them.
 

Funnily enough, I have run sessions of Keep tailored for two PCs (plus Splug).

It's nice playing sandbox style - I do with my other campaign. However, if I bought a module and found that it would kill the PCs because the designer had thought that you needed 10+ PCs to get through it and I only had 5, I'd be disappointed.

There is a basic reason that every adventure lists the levels it's intended for: people want to actually play the adventures they buy. It's one thing to spend time designing something for your home campaign, but published adventures need to take into account who will actually be playing them.

In such a situation where the designer wanted more PCs than you have, there are solutions to everything. Change nothing about the adventure and let the PCs figure it out. They're smarter than the designers at WotC give them credit for.

If you're just running an adventure for your Players, I suppose this is alright, but it's still far more contrived than the previous edition. In any game that I knew someone was running a published adventure I knew that, whatever we run into, we could potentially handle it, and then all tension and excitement disappeared. Of course, what I do is integrate the adventures I like in ways that the players never know that they're published, so they never know if they can handle things. Indeed, I put a lot of adventures of such varying ability and level that the players are completely in the dark about such things until they gather as much information as they can about the hooks I give them.

4E, though, goes a few steps further than just tailoring your adventure for the PCs you intend to run for. You may say that 3.x did something similar, but it wasn't so blatantly "coddling" as 4E is. How else do you explain Minion monsters, a creature that, in spite of generally comparable abilities to similar level monsters of its type, only has 1 hp? Or the passage where it talks about Falling Damage, not to put an encounter where a fall would mean instant death to a low-level PC.

I guess I don't treat PCs as automatic heroes, they have to earn that honorific. I run a game of High Adventure. Conan, Raiders of the Lost Ark, that sort of thing, where death can come instantly if you don't think fast and move fast.
 

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