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General Tabletop Discussion
D&D Older Editions
The Best Thing from 4E
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<blockquote data-quote="Manbearcat" data-source="post: 6594979" data-attributes="member: 6696971"><p>But we're agreed that there is (a) no inhibition of player (the person at the table's ability to make thematic/strategic/tactical decisions and have those decisions influence/dictate outcomes in the fiction) agency and (b) there is no railroading taking place, yes? </p><p></p><p>I'm glad you answered on the other parts as well because it is illustrative of how aesthetic preference impacts your perception of system. 4e got raked over the coals for this. In fact, CaGI, martial forced movement, martial healing, and martial dailies (amongst others) were decried by detractors for precisely what you cite above.</p><p></p><p>In the fiction, the player cites that she is using using a stash of charcoal to mark trail signs for the PC who will be showing up late. Mechanically, Dungeon World elects to use an open descriptor resource Adventuring Gear and <em>n </em>uses (which get ticked off when used in the fiction or added when resupplying/salvaging) in order to facilitate minimal table handling time spent on managing granular equipment and to prevent table time being spent on characters oggling merchant wares while players oggle equipment lists in books. It makes genre sense to me, it speeds up play, keeps play focused on the action/fiction rather than merchant haggling and real-world book-perusing, maintains the resource mini-game inherent to D&D without unwanted overhead/book-keeping, and increases player agency all in one. But due to very different aesthetic priorities, all of these things that are absolute win for me just trigger a bile response for you (and folks with your aesthetic preference.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6594979, member: 6696971"] But we're agreed that there is (a) no inhibition of player (the person at the table's ability to make thematic/strategic/tactical decisions and have those decisions influence/dictate outcomes in the fiction) agency and (b) there is no railroading taking place, yes? I'm glad you answered on the other parts as well because it is illustrative of how aesthetic preference impacts your perception of system. 4e got raked over the coals for this. In fact, CaGI, martial forced movement, martial healing, and martial dailies (amongst others) were decried by detractors for precisely what you cite above. In the fiction, the player cites that she is using using a stash of charcoal to mark trail signs for the PC who will be showing up late. Mechanically, Dungeon World elects to use an open descriptor resource Adventuring Gear and [I]n [/I]uses (which get ticked off when used in the fiction or added when resupplying/salvaging) in order to facilitate minimal table handling time spent on managing granular equipment and to prevent table time being spent on characters oggling merchant wares while players oggle equipment lists in books. It makes genre sense to me, it speeds up play, keeps play focused on the action/fiction rather than merchant haggling and real-world book-perusing, maintains the resource mini-game inherent to D&D without unwanted overhead/book-keeping, and increases player agency all in one. But due to very different aesthetic priorities, all of these things that are absolute win for me just trigger a bile response for you (and folks with your aesthetic preference. [/QUOTE]
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