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<blockquote data-quote="Jim Hague" data-source="post: 2679778" data-attributes="member: 17550"><p>Oy, this old saw. Ok, here's where I get a little bitter.</p><p></p><p>I think the <em>alleged</em> 'videogame-y feel' that so many people go on about is utter, complete bunk. On another board (which'll remain nameless), this was the first and biggest 'argument' put forth by 3.0/3.5 detractors. When pressed, none of these pundits could actually produce any proof to back up their claims and opinions; the closest anyone came was admitting all they'd read of 3.0/3.5 was a single article in Dragon several years ago, and playing <em>Neverwinter Nights</em>.</p><p></p><p>So where does the claim that earlier editions had more roleplay come from? Here's my opinion:</p><p></p><p>TSR products for 2nd/Advanced had amazing, incredible worlds: <em>Al Qadim, planscape, Ravenloft, Birthright, Dark Sun</em>. All of which were very, very flavorful and roleplay intensive by their very structures. When 3.0 hit the shelves, it was with WotC's full intention that 3rd party producers take up the slack...so no world provided. Combine that with the 'back to the dungeon' rallying cry of the marketing department, a lot of people got it into their heads that the new edition was 'just a wargame/just a videogame', and refuse to budge and admit that they're flat out wrong. Matters aren't helped by people who, nostalgically and bitterly, defend previous editions as being somehow 'superior' simply because they like them and are used to the oddities of THAC0 and the bizarre saves.</p><p></p><p>IME (and YMMV), 3.0/3.5 have <em>more</em> roleplay built into the system than previous editions...<em>if that's how you tune your campaign</em>. If you de-emphasize things like skills in roleplay and cultural/style/regional/social Feats, then yes, the campaign'll resemble a wargame, complete with Cookie Cutter Fighter #412, Wizard #16 and Generic Rogue Bob. To a greater or lesser extent, the boardgame 'feel' is mitigated or entirely eliminated by a good DM, campaign and players utilizing mechanical means to help roleplay along.</p><p></p><p>Sadly, as with many things, 3.0/3.5's detractors can be given proof, examples, anecdotes and more and yet maintain their unreasoned position. Does that mean previous editions were bad? Not at all. It simply proves the old saw - 'You can lead a horse to water, but you can't make them drink', substituting gamers for horses, and thinking for drinking.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2679778, member: 17550"] Oy, this old saw. Ok, here's where I get a little bitter. I think the [i]alleged[/i] 'videogame-y feel' that so many people go on about is utter, complete bunk. On another board (which'll remain nameless), this was the first and biggest 'argument' put forth by 3.0/3.5 detractors. When pressed, none of these pundits could actually produce any proof to back up their claims and opinions; the closest anyone came was admitting all they'd read of 3.0/3.5 was a single article in Dragon several years ago, and playing [i]Neverwinter Nights[/i]. So where does the claim that earlier editions had more roleplay come from? Here's my opinion: TSR products for 2nd/Advanced had amazing, incredible worlds: [i]Al Qadim, planscape, Ravenloft, Birthright, Dark Sun[/i]. All of which were very, very flavorful and roleplay intensive by their very structures. When 3.0 hit the shelves, it was with WotC's full intention that 3rd party producers take up the slack...so no world provided. Combine that with the 'back to the dungeon' rallying cry of the marketing department, a lot of people got it into their heads that the new edition was 'just a wargame/just a videogame', and refuse to budge and admit that they're flat out wrong. Matters aren't helped by people who, nostalgically and bitterly, defend previous editions as being somehow 'superior' simply because they like them and are used to the oddities of THAC0 and the bizarre saves. IME (and YMMV), 3.0/3.5 have [i]more[/i] roleplay built into the system than previous editions...[i]if that's how you tune your campaign[/i]. If you de-emphasize things like skills in roleplay and cultural/style/regional/social Feats, then yes, the campaign'll resemble a wargame, complete with Cookie Cutter Fighter #412, Wizard #16 and Generic Rogue Bob. To a greater or lesser extent, the boardgame 'feel' is mitigated or entirely eliminated by a good DM, campaign and players utilizing mechanical means to help roleplay along. Sadly, as with many things, 3.0/3.5's detractors can be given proof, examples, anecdotes and more and yet maintain their unreasoned position. Does that mean previous editions were bad? Not at all. It simply proves the old saw - 'You can lead a horse to water, but you can't make them drink', substituting gamers for horses, and thinking for drinking. [/QUOTE]
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