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<blockquote data-quote="Pinotage" data-source="post: 4186005" data-attributes="member: 15194"><p>Ah. Still, if your adventures as a 13 year old sucked as much as mine did (and I have the copies somewhere to prove it!), there wasn't a lot of this 'pretending to be an elf' and any story business. The game was about killing things. At least that was my experience as a 13 year old. It was good fun and all, but then I stopped playing D&D for more than 10 years when I was 15.</p><p></p><p>The point is, is that to make D&D longterm viable to the younger generation, I think it needs to do its best to enhance story elements and RP, rather than focusing only on combat. I'm not saying 4e does this, but that any games system, 4e included, can do well by motivating those things that have long term appeal, particularly to the current video game generation. If that means including more story elements in the MM, then good. As has been mentioned, some like more detail, others less. I think having more ideas to spark the imagination is better than having less ideas. The former may be more constrictive, but it provides, I think, an easier stepping stone to getting the imagination and hence good stories going. And that's what'll hook the younger generation.</p><p></p><p>Pinotage</p></blockquote><p></p>
[QUOTE="Pinotage, post: 4186005, member: 15194"] Ah. Still, if your adventures as a 13 year old sucked as much as mine did (and I have the copies somewhere to prove it!), there wasn't a lot of this 'pretending to be an elf' and any story business. The game was about killing things. At least that was my experience as a 13 year old. It was good fun and all, but then I stopped playing D&D for more than 10 years when I was 15. The point is, is that to make D&D longterm viable to the younger generation, I think it needs to do its best to enhance story elements and RP, rather than focusing only on combat. I'm not saying 4e does this, but that any games system, 4e included, can do well by motivating those things that have long term appeal, particularly to the current video game generation. If that means including more story elements in the MM, then good. As has been mentioned, some like more detail, others less. I think having more ideas to spark the imagination is better than having less ideas. The former may be more constrictive, but it provides, I think, an easier stepping stone to getting the imagination and hence good stories going. And that's what'll hook the younger generation. Pinotage [/QUOTE]
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