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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="AbdulAlhazred" data-source="post: 8421712" data-attributes="member: 82106"><p>Yup, though I was in some discussions on the WotC boards in the early days of 4e which, in retrospect, tell me that there were certainly people within and outside of WotC who got it from day one. I always figured that the concept of story game D&D was simply so controversial, and maybe certain 'product level' people weren't really on board, that they simply understated a lot of things in DMG1 and let people draw their own conclusions.</p><p></p><p>I, personally, was too dense, lol. I read the books through and started a game and really wondered what the heck was supposed to happen. I was drawn to the very intentional design, without really just knowing what the intention was. I didn't do things in the 2000's like read RPG design forums. So really never heard any of the Forge or whatever discussions. I'd seen some of the early story games, but didn't instantly put it all together. </p><p></p><p>Even so, it was hard not to pretty quickly learn to play it that way. I mean SCs make NO SENSE in any other context, as apparently a lot of people soon discovered! By around the 5th encounter I ran I had figured out that things had to be highly dynamic and key on something one of the PCs was 'about', and then the technique of launching a quest from that each time was a kind of obvious one, though maybe a bit 2-dimensional (I let the players invent all of those pretty quickly). Then there was the fungibility of the 'treasure parcel' concept. You don't have to give away treasure like an old-timey dungeon crawl! One time a PC hit a monster with his axe and got a crit and really just splattered that bad guy and THE AXE BECAME MAGICAL. Another time a PC just made a magic item by describing how, and the whole making the item was the SC which the item was the treasure for. This evolved into the "boon driven advancement" principle of my own game, where <em>you go up a level when you get the treasure! </em>(the main treasure, not trivial stuff). The follow on option is you leverage an element of your PC to make the move that gets you the treasure, hehe.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8421712, member: 82106"] Yup, though I was in some discussions on the WotC boards in the early days of 4e which, in retrospect, tell me that there were certainly people within and outside of WotC who got it from day one. I always figured that the concept of story game D&D was simply so controversial, and maybe certain 'product level' people weren't really on board, that they simply understated a lot of things in DMG1 and let people draw their own conclusions. I, personally, was too dense, lol. I read the books through and started a game and really wondered what the heck was supposed to happen. I was drawn to the very intentional design, without really just knowing what the intention was. I didn't do things in the 2000's like read RPG design forums. So really never heard any of the Forge or whatever discussions. I'd seen some of the early story games, but didn't instantly put it all together. Even so, it was hard not to pretty quickly learn to play it that way. I mean SCs make NO SENSE in any other context, as apparently a lot of people soon discovered! By around the 5th encounter I ran I had figured out that things had to be highly dynamic and key on something one of the PCs was 'about', and then the technique of launching a quest from that each time was a kind of obvious one, though maybe a bit 2-dimensional (I let the players invent all of those pretty quickly). Then there was the fungibility of the 'treasure parcel' concept. You don't have to give away treasure like an old-timey dungeon crawl! One time a PC hit a monster with his axe and got a crit and really just splattered that bad guy and THE AXE BECAME MAGICAL. Another time a PC just made a magic item by describing how, and the whole making the item was the SC which the item was the treasure for. This evolved into the "boon driven advancement" principle of my own game, where [I]you go up a level when you get the treasure! [/I](the main treasure, not trivial stuff). The follow on option is you leverage an element of your PC to make the move that gets you the treasure, hehe. [/QUOTE]
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Ron Edwards on D&D 4e
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