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<blockquote data-quote="Wild Gazebo" data-source="post: 2681875" data-attributes="member: 24413"><p>It seems to me that the newer editions have become more logically ordered and inherently intergrated. Meaning, the same rule-set works across the board in terms of DMing and PCing, combat and non-combat, tasks and events, and statistics versus activities. I feel this has given players a firmer grasp of the system...and a more all encompassing, or omnipotent, viewpoint of the game. Of course this is irrelevant for playing DMs and longtime gamers; but, I feel this setup has further accommodated the perception that players are more apt to metagame/stratagise/powergame. </p><p></p><p>Now, I'm not sure if this is the case but I do feel the simplicity, (over)economy, and integration of the newer ruleset has given the players more power than in the past. It seems this set of rules is all about accountablitiy...a way to track what the DM and the PCs have done or are doing...and therefore more aptly predict what will come.</p><p></p><p>I feel people who are interested in strategy or roleplaying will find common ground because the ruleset gives such defined parameters needed for continuity and accessability. The authors had a very hard decision to make: a heavy ruleset to accomidate their beloved hobby or a heavy guideline to define their hobby. And since so many people play this game so completely different, I feel thay made the correct decision.</p><p></p><p>People who love to roleplay will find a way--regardless of the system. People who love to play stategy games will settle on a good ruleset. I find the suggestion the one feeds the other more aptly...a bit wanting.</p></blockquote><p></p>
[QUOTE="Wild Gazebo, post: 2681875, member: 24413"] It seems to me that the newer editions have become more logically ordered and inherently intergrated. Meaning, the same rule-set works across the board in terms of DMing and PCing, combat and non-combat, tasks and events, and statistics versus activities. I feel this has given players a firmer grasp of the system...and a more all encompassing, or omnipotent, viewpoint of the game. Of course this is irrelevant for playing DMs and longtime gamers; but, I feel this setup has further accommodated the perception that players are more apt to metagame/stratagise/powergame. Now, I'm not sure if this is the case but I do feel the simplicity, (over)economy, and integration of the newer ruleset has given the players more power than in the past. It seems this set of rules is all about accountablitiy...a way to track what the DM and the PCs have done or are doing...and therefore more aptly predict what will come. I feel people who are interested in strategy or roleplaying will find common ground because the ruleset gives such defined parameters needed for continuity and accessability. The authors had a very hard decision to make: a heavy ruleset to accomidate their beloved hobby or a heavy guideline to define their hobby. And since so many people play this game so completely different, I feel thay made the correct decision. People who love to roleplay will find a way--regardless of the system. People who love to play stategy games will settle on a good ruleset. I find the suggestion the one feeds the other more aptly...a bit wanting. [/QUOTE]
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