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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6567375" data-attributes="member: 6668292"><p>Maybe. I know I've brought in new players: the same guy from work who hadn't played since 1e played in my other group until about two months ago when our mutual employer need him to work Monday evenings; an old acquaintance of mine (and then his significant other), who stopped playing when he moved out of state (he now runs my RPG system for players there); a friend of one of my players from the military, who played until I stopped inviting him. Then there are the other players who weren't new to my gaming circle who played in my game.</p><p></p><p>All of them, without exception, expressed immense enjoyment with the system. They predictably had differing favorite bits (freedom in character creation; how the rules supported the fiction; how so many interesting outcomes were made possible with the mechanics), but I honestly can't take all of it at face value. They've also all said that I'm the best GM they've played under (which I imagine a good percent of posters here have heard from their players). So that might color things.</p><p></p><p>Is my preferred style of play idiosyncratic? Yeah, that's a good word for it. Does it only work for my group? I dunno. Two of my players have run games for other groups (not involving me at all) using my system because they prefer it. All of my players through the various permutations of my group have expressed enjoyment with the system itself and what it can deliver. I do think it's pretty niche within a niche hobby, though.</p><p></p><p>The part about player-empowerment that gets me hung up here is that in 4e, I (as GM) get to decide if players can color inside the lines or outside the lines. And since I'm deciding, I don't feel as if they're particularly empowered outside of combat. (In combat players are pretty empowered, and I quite like that.)</p><p></p><p>This is my experience with my 4-page superhero one-shot system that I created (which does include rules for players on stunting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />). It encourages things like players saying "I fly to the top of the building and pull out the antenna" even when no such antenna has been established. My players got used to asking and me saying yes pretty quickly, but they didn't quite get doing it on their own, even with explicit encouragement. But maybe that's why my RPG fits my group (and other, past players) so well.</p><p></p><p>That sounds like a fun idea to mess around with. Healing surges powering things.</p><p></p><p>Oh, the rules-adverse people would indeed hate my game. No argument from me. And like I said, I do think it's probably a niche market thing even if I considered publishing it. But I'm not worried about it. I guess I could pay attention to it if someone publishes something similar. Would be interesting to know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6567375, member: 6668292"] Maybe. I know I've brought in new players: the same guy from work who hadn't played since 1e played in my other group until about two months ago when our mutual employer need him to work Monday evenings; an old acquaintance of mine (and then his significant other), who stopped playing when he moved out of state (he now runs my RPG system for players there); a friend of one of my players from the military, who played until I stopped inviting him. Then there are the other players who weren't new to my gaming circle who played in my game. All of them, without exception, expressed immense enjoyment with the system. They predictably had differing favorite bits (freedom in character creation; how the rules supported the fiction; how so many interesting outcomes were made possible with the mechanics), but I honestly can't take all of it at face value. They've also all said that I'm the best GM they've played under (which I imagine a good percent of posters here have heard from their players). So that might color things. Is my preferred style of play idiosyncratic? Yeah, that's a good word for it. Does it only work for my group? I dunno. Two of my players have run games for other groups (not involving me at all) using my system because they prefer it. All of my players through the various permutations of my group have expressed enjoyment with the system itself and what it can deliver. I do think it's pretty niche within a niche hobby, though. The part about player-empowerment that gets me hung up here is that in 4e, I (as GM) get to decide if players can color inside the lines or outside the lines. And since I'm deciding, I don't feel as if they're particularly empowered outside of combat. (In combat players are pretty empowered, and I quite like that.) This is my experience with my 4-page superhero one-shot system that I created (which does include rules for players on stunting :D). It encourages things like players saying "I fly to the top of the building and pull out the antenna" even when no such antenna has been established. My players got used to asking and me saying yes pretty quickly, but they didn't quite get doing it on their own, even with explicit encouragement. But maybe that's why my RPG fits my group (and other, past players) so well. That sounds like a fun idea to mess around with. Healing surges powering things. Oh, the rules-adverse people would indeed hate my game. No argument from me. And like I said, I do think it's probably a niche market thing even if I considered publishing it. But I'm not worried about it. I guess I could pay attention to it if someone publishes something similar. Would be interesting to know :) [/QUOTE]
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