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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7025499" data-attributes="member: 996"><p>It means a set of LARP rules from WWGS. Oh, no, that was Mind's Eye Theatre. Sorry.</p><p> That's, probably not exactly it (he can speak up), but sounds basically OK. You're not using minis (or any other sort of visual aid), you're still trying to use the rules of the game to resolve what happens. That's not a definition of TotM, just a general idea how a system might support TotM. Make distance/area/positioning/etc more abstract in some way so that it's easier to track without using a play surface or other visual aid. </p><p></p><p>There may some talking past eachother going on, as Parmandur talking about playing a game TotM (he's run 3.5 & 5e that way - I've run every edition I've run at all TotM at least some of the time, and run Gamma World, Hero, & Storyteller that way quite a lot, too), while we're talking about system attributes that facilitate that (which D&D has never really had that I noticed). There are game that do tailor their mechanics to TotM, Storyteller, FATE, 13A, even HoL (an RPG parody), have more support for TotM than D&D in that sense. FWIW.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>But, in context, if the game had progressed from Essentials to 4e, it would have felt more organic*, and been less offensive to the sensibilities of h4ters. It makes sense, but ignores that the edition war started before the books even hit the shelves. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* the 'evolution' of D&D has been anything but smooth & steady. [sblock]For 25 years, through multiple editions and the two-pronged approach it barely changed. Then in just 12 years it whip-sawed all over, now it's back, not where it started, but about where TSR left off. If given to alien forensic game-archeologists from the future, working only from the mechanics, D&D's editions could be plausibly placed in an evolutionary time-line something like 0D&D>BECMI>1e>2e>5e>3e>PF>Essentials>13A>4e. If pressed on what other games might have been contemporaries of the editions it might go something like:</p><p></p><p>0D&D: Spawn of Fshawn</p><p>1e: Traveler</p><p>2e: Rolemaster</p><p>5e: RuneQuest/BRP</p><p>3e/PF: GURPS</p><p>Essentials: Champions!</p><p>4e: Over the Edge</p><p></p><p>Yeah, in 40 years, D&D has clawed it's way from '74 to '92 and slid back to '79.</p><p></p><p>And that's said with affection. I love the game, but, I have to admit how stodgy and backwards it's generally been.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7025499, member: 996"] It means a set of LARP rules from WWGS. Oh, no, that was Mind's Eye Theatre. Sorry. That's, probably not exactly it (he can speak up), but sounds basically OK. You're not using minis (or any other sort of visual aid), you're still trying to use the rules of the game to resolve what happens. That's not a definition of TotM, just a general idea how a system might support TotM. Make distance/area/positioning/etc more abstract in some way so that it's easier to track without using a play surface or other visual aid. There may some talking past eachother going on, as Parmandur talking about playing a game TotM (he's run 3.5 & 5e that way - I've run every edition I've run at all TotM at least some of the time, and run Gamma World, Hero, & Storyteller that way quite a lot, too), while we're talking about system attributes that facilitate that (which D&D has never really had that I noticed). There are game that do tailor their mechanics to TotM, Storyteller, FATE, 13A, even HoL (an RPG parody), have more support for TotM than D&D in that sense. FWIW. But, in context, if the game had progressed from Essentials to 4e, it would have felt more organic*, and been less offensive to the sensibilities of h4ters. It makes sense, but ignores that the edition war started before the books even hit the shelves. * the 'evolution' of D&D has been anything but smooth & steady. [sblock]For 25 years, through multiple editions and the two-pronged approach it barely changed. Then in just 12 years it whip-sawed all over, now it's back, not where it started, but about where TSR left off. If given to alien forensic game-archeologists from the future, working only from the mechanics, D&D's editions could be plausibly placed in an evolutionary time-line something like 0D&D>BECMI>1e>2e>5e>3e>PF>Essentials>13A>4e. If pressed on what other games might have been contemporaries of the editions it might go something like: 0D&D: Spawn of Fshawn 1e: Traveler 2e: Rolemaster 5e: RuneQuest/BRP 3e/PF: GURPS Essentials: Champions! 4e: Over the Edge Yeah, in 40 years, D&D has clawed it's way from '74 to '92 and slid back to '79. And that's said with affection. I love the game, but, I have to admit how stodgy and backwards it's generally been. [/sblock] [/QUOTE]
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