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Rule-of-Three: 06/19/2012
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<blockquote data-quote="Crazy Jerome" data-source="post: 5949518" data-attributes="member: 54877"><p>That's the way I read it, with one addition. This also ties into adventure as the main unit of design instead of encounter. So while this is not exactly 4E, it is not as far from it as it might first appear. I see it as rather an odd mix of 1E, 3E, and 4E sensibilities:</p><ul> <li data-xf-list-type="ul">The monsters in the adventure are there because that's what makes sense in the world, plus whatever gamist challenge the DM chose to pursue.</li> <li data-xf-list-type="ul">There is a background, simulationist situation implied by this.</li> <li data-xf-list-type="ul">The leader types introduce 4E encounter-based mechanics with the narrative implications.</li> <li data-xf-list-type="ul">However, the leaders can be mix and matched--whether from roaming, wandering, reactions to the party, etc.</li> </ul><p>So presumably, if you want a more 4E style play, you'll start your adventure design with the leaders and then build up the encounter and adventure design around those--or very consciously choose leaders to apply on top of a more straight-forward adventure design to drift to 4E play. If you want earlier play, you may start with a leader because that is what you had in mind for the world and/or challenge, but you could just as easily start with "orc lair" as a concept. In any case, the leaders will range from something vaguely like 4E, to 3E "leaders," to a more haphazard 1E dungeon approach, where the leaders may have 4E tactical emergent properties or get whacked between chambers, depending on what the players do.</p><p> </p><p>The most interesting implication is that if you play a 1E dungeon romp, then parties that neutralize leaders outside the combat pillar turn the later encounters into either 1E or 3E style fights, but parties that engage the leaders in combat with their followers get more 4E style fights. This means that groups that "go with the flow" are naturally going to get something more to their liking by doing what they want to do.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5949518, member: 54877"] That's the way I read it, with one addition. This also ties into adventure as the main unit of design instead of encounter. So while this is not exactly 4E, it is not as far from it as it might first appear. I see it as rather an odd mix of 1E, 3E, and 4E sensibilities: [LIST] [*]The monsters in the adventure are there because that's what makes sense in the world, plus whatever gamist challenge the DM chose to pursue. [*]There is a background, simulationist situation implied by this. [*]The leader types introduce 4E encounter-based mechanics with the narrative implications. [*]However, the leaders can be mix and matched--whether from roaming, wandering, reactions to the party, etc. [/LIST]So presumably, if you want a more 4E style play, you'll start your adventure design with the leaders and then build up the encounter and adventure design around those--or very consciously choose leaders to apply on top of a more straight-forward adventure design to drift to 4E play. If you want earlier play, you may start with a leader because that is what you had in mind for the world and/or challenge, but you could just as easily start with "orc lair" as a concept. In any case, the leaders will range from something vaguely like 4E, to 3E "leaders," to a more haphazard 1E dungeon approach, where the leaders may have 4E tactical emergent properties or get whacked between chambers, depending on what the players do. The most interesting implication is that if you play a 1E dungeon romp, then parties that neutralize leaders outside the combat pillar turn the later encounters into either 1E or 3E style fights, but parties that engage the leaders in combat with their followers get more 4E style fights. This means that groups that "go with the flow" are naturally going to get something more to their liking by doing what they want to do. [/QUOTE]
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