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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Libramarian" data-source="post: 6301740" data-attributes="member: 6688858"><p>I dislike refluffed/soloized/minionized monsters and 4e's adventure construction and encounter difficulty guidelines. But for me it's not because I necessarily dislike all metagame mechanics, it's because these ones disrupt the sense of achievement I want the players have when they level up their characters and advance in the game. </p><p></p><p>In traditional D&D, when you level up the game gets easier. You (via your character) begin in a new area, or dungeon level, with a relatively fixed strength of opposition, and learn some intel, find a few magic items, and level up a couple of times, until this level of opposition becomes easy and then you move on to a tougher area. This arc is central to the enjoyment of the game. It's disrupted when the DM arranges the opposition according to their own idea of how the dramatic arc should go (or even their idea of the players' idea of how it should go). Leveling up is not the same kind of reward in 4e as it is in classic D&D and this makes it a much worse game IMO.</p><p></p><p>Since the traditional D&D dramatic arc proceeds according to the rate at which the PCs' murder and plunder, and when the players decide to risk more for greater reward, the game tends to produce a meandering, only sporadically interesting narrative from a more literary perspective. But I'm OK with that because this is a really fun and very unusual game. I have many other options for better narrative experiences. Of course someone into narrativist games could say the same about gamist experiences. But I play a lot of modern board and video games and D&D still holds up well IMO.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6301740, member: 6688858"] I dislike refluffed/soloized/minionized monsters and 4e's adventure construction and encounter difficulty guidelines. But for me it's not because I necessarily dislike all metagame mechanics, it's because these ones disrupt the sense of achievement I want the players have when they level up their characters and advance in the game. In traditional D&D, when you level up the game gets easier. You (via your character) begin in a new area, or dungeon level, with a relatively fixed strength of opposition, and learn some intel, find a few magic items, and level up a couple of times, until this level of opposition becomes easy and then you move on to a tougher area. This arc is central to the enjoyment of the game. It's disrupted when the DM arranges the opposition according to their own idea of how the dramatic arc should go (or even their idea of the players' idea of how it should go). Leveling up is not the same kind of reward in 4e as it is in classic D&D and this makes it a much worse game IMO. Since the traditional D&D dramatic arc proceeds according to the rate at which the PCs' murder and plunder, and when the players decide to risk more for greater reward, the game tends to produce a meandering, only sporadically interesting narrative from a more literary perspective. But I'm OK with that because this is a really fun and very unusual game. I have many other options for better narrative experiences. Of course someone into narrativist games could say the same about gamist experiences. But I play a lot of modern board and video games and D&D still holds up well IMO. [/QUOTE]
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