JamesonCourage
Adventurer
I'm glad you have fun with the game, but in the scope of this discussion, I'm speaking of whether or not combat roles contribute greatly to this. And, personally, I think players will still have the same amount of drama and tension in combat that they do now without them.What 4E achieves is to give the players opportunities to put together the elegant, the 'cool', the praiseworthy moves and combinations that garner kudos from around the table. For me, the focus is finally where it should be: not on the rules, not on the DM's "story" or the extravagant dungeon description - but on what the players actually do while actually playing.
It's definitely focused, and good at what it does. However, I really don't feel convinced to chance my stance. Not that yours is wrong, we just disagree.After 15 years or so, however, I have returned to D&D because I have found an edition that finally does one thing well, IMO. I still play other games for other 'agendas', but 4E is, for me, finally a D&D that knows what it's trying to do, and is doing it.
Mage was always my favorite, too. But, I have a roommate who got into official RPGs on oWoD, and he'll swear the system for the new one sucks. I was talking to him about it two days ago. Since I'm 26, I got into official RPGs with the d20 system (though I'd gone over other systems when I was younger). I understand his jolt to some degree, as I see major differences between, say, 3.X and 4e, even though they're both "roll a d20, add X, if you hit Y or more you made it" systems.Personal opinion: comparisons of oWoD and nWoD pretty much have to be on metaplot and setting, because the system sucks for both! Don't get me wrong: I think WoD has a really strong setting. Mage, especially, I love to death. But it's a classic case where I wish the publisher had offered only one element of the System - Setting - Scenario triumvirate, and made it the 'Setting' one.
As an aside - if you have or can find the old, diceless "Theatrix" system I find that can be used for WoD with minimal modification and with WoD character generation.
But, from someone who didn't play oWoD before nWoD was out (though I did play it before playing nWoD), the system changes seem superficial, or at least
like a lateral move in mechanics, and neither objectively better or worse overall. But that's my take on it. My roommate will go on and on about how the mechanics in nWoD are worse, and the metaplot got removed and they abandoned it, and the setting sucks.
I don't share his views, but that plays into my point.
This sounds to me much like "exploring the situation" type of "story" - essentially simulationist play. But I could be wrong.
Nope, you're right. It is pretty much exactly that. But, story matters. It's definitely not hack and slash; for example, they players get into a fight about every two sessions, and our sessions last about 10 hours. So, one fight every 20 or so hours (with occasional spikes). We're satisfied with that, or there'd be more fights (they'd pick them, or otherwise seek them out).
The rest of the time is engaging with the setting, or simulationist play. But it's very much about discovering the story of the characters. It's a different type of story from a more narrative, meta-focused story building game, sure. But, pemerton's comment on players moving to PF demonstrates that some people don't want drama in their games just struck me as terribly stated, or even outright wrong. A different type of drama, perhaps.
Me tooGood advice: I always do![]()
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