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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ron Edwards on D&D 4e
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<blockquote data-quote="Aldarc" data-source="post: 8413080" data-attributes="member: 5142"><p>The whole "if it had been called dnd tactics" bit was something that didn't so much come from 4e's defenders but, rather, its critics and those who echoed the sentiment that 4e was somehow "not true D&D" or a lesser, baser form of it. But there may have been some 4e defenders who thought that calling it "dnd tactics" instead would have resulted in at least having 4e validated as anything more than the Red-Headed Stepchild. And though I can't be certain without context, I suspect some of the apologetics about 4e being true to the wargaming roots of the hobby may have been meant to address the special pleading regarding said criticisms of 4e as wargaming rather than roleplaying.</p><p></p><p></p><p>Maybe, but some of the worst 4e adventures were railroads, while some of the better ones (e.g., Rich Baker's <em>Reavers of Harkenwold</em>) were non-linear and more like sandboxes. I suspect that Rich Baker's Lost Mines of Phandelver would also make for a good 4e adventure as well, but I can't be sure.</p><p></p><p></p><p>Despite their differences, I think that what 4e and PbtA games do incredibly well is intentional design that both encourages and simulates trope play, particularly 4e classes and PbtA playbooks.</p><p></p><p></p><p>It largely did: i.e., the Nentir Vale (aka the Points of Light) setting. This is how I generally run the Nentir Vale as it is a map that is essentially drawn with blanks for the GM to fill with encounters as needed.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8413080, member: 5142"] The whole "if it had been called dnd tactics" bit was something that didn't so much come from 4e's defenders but, rather, its critics and those who echoed the sentiment that 4e was somehow "not true D&D" or a lesser, baser form of it. But there may have been some 4e defenders who thought that calling it "dnd tactics" instead would have resulted in at least having 4e validated as anything more than the Red-Headed Stepchild. And though I can't be certain without context, I suspect some of the apologetics about 4e being true to the wargaming roots of the hobby may have been meant to address the special pleading regarding said criticisms of 4e as wargaming rather than roleplaying. Maybe, but some of the worst 4e adventures were railroads, while some of the better ones (e.g., Rich Baker's [I]Reavers of Harkenwold[/I]) were non-linear and more like sandboxes. I suspect that Rich Baker's Lost Mines of Phandelver would also make for a good 4e adventure as well, but I can't be sure. Despite their differences, I think that what 4e and PbtA games do incredibly well is intentional design that both encourages and simulates trope play, particularly 4e classes and PbtA playbooks. It largely did: i.e., the Nentir Vale (aka the Points of Light) setting. This is how I generally run the Nentir Vale as it is a map that is essentially drawn with blanks for the GM to fill with encounters as needed. [/QUOTE]
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Ron Edwards on D&D 4e
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