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General Tabletop Discussion
*Dungeons & Dragons
Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7042737" data-attributes="member: 82106"><p>Exactly. That's what my experience was. Contrary to [MENTION=99817]chaochou[/MENTION] 's statement that 4e worked for indie gamer GMs, I wasn't any such sort of GM. I ran old school D&D (2e and earlier), Traveler, CoC, etc (I did run some 80's precoursers of story games like Top Secret and Gangster! now and then). Still, I had no particular experience with those sorts of mechanics, never played or GMed anything like V:tM or anything like that. In fact I pretty much dropped out of regular RP in the mid-90's and only came back with 4e. I played a little 3.x now and then. </p><p></p><p>So, what I IMMEDIATELY found was that my GMing skills were vastly sufficient to master 4e's encounter building and mechanical stuff. The monsters were easy to run and modify, the characters were all sorted out, there was little need for table rulings or tons of making up spell lists and other crap to get interesting NPCs. So I had tons of time on my hands to devote to STORY. So the story amplified itself. I didn't know how to deploy 4e mechanics to make the game story-centered, it just WAS. The presentation gave hints, some of which I got and some I didn't. I was nonplussed as any Grognard about healing surges and whatnot, but I just figured I'd play the game and see what the heck that was about. Pretty quick I came to understand that it was about heroes and their heroic tale, and then logic simply lead to the rest of it. Somewhere around that time Dungeon World also appeared, and we played that. Then I went back and GMed a couple of story games (PACE mostly). After that it was all pretty plain, 4e is a different form of D&D!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7042737, member: 82106"] Exactly. That's what my experience was. Contrary to [MENTION=99817]chaochou[/MENTION] 's statement that 4e worked for indie gamer GMs, I wasn't any such sort of GM. I ran old school D&D (2e and earlier), Traveler, CoC, etc (I did run some 80's precoursers of story games like Top Secret and Gangster! now and then). Still, I had no particular experience with those sorts of mechanics, never played or GMed anything like V:tM or anything like that. In fact I pretty much dropped out of regular RP in the mid-90's and only came back with 4e. I played a little 3.x now and then. So, what I IMMEDIATELY found was that my GMing skills were vastly sufficient to master 4e's encounter building and mechanical stuff. The monsters were easy to run and modify, the characters were all sorted out, there was little need for table rulings or tons of making up spell lists and other crap to get interesting NPCs. So I had tons of time on my hands to devote to STORY. So the story amplified itself. I didn't know how to deploy 4e mechanics to make the game story-centered, it just WAS. The presentation gave hints, some of which I got and some I didn't. I was nonplussed as any Grognard about healing surges and whatnot, but I just figured I'd play the game and see what the heck that was about. Pretty quick I came to understand that it was about heroes and their heroic tale, and then logic simply lead to the rest of it. Somewhere around that time Dungeon World also appeared, and we played that. Then I went back and GMed a couple of story games (PACE mostly). After that it was all pretty plain, 4e is a different form of D&D! [/QUOTE]
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