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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="pemerton" data-source="post: 5474944" data-attributes="member: 42582"><p>I agree that the explanations are poor. But I put this down to the sorts of weaknesses in RPG rules-writing that Ron Edwards has been talking about for some time now.</p><p></p><p>Your point about lack of player inducements is more interesting. I see 4e character building as being permeated with flavour that is <em>more than just colour</em>, because it has implications for the play of the PC and the thematic consequences of the game. And for me, <em>this</em> is where the player incorporates narrative hooks. The DMG builds on this with it's discussion of player-designed quests. I agree it is all a bit understated. But I don't think it's unintended. Worlds and Monsters, for example, makes it clear that the design team was looking at all this flavour stuff with a very keen eye on the contribution that it makes to play. (The first time, I think, that D&D world design has been approached in this sort of way, as opposed to a "what would a cool fantasy world look like?" sort of way.)</p><p></p><p>I certainly agree it can read this way, especially at first blush, and this is strongly reinforced by the published modules (but not by supplements like Underdark or The Plane Above).</p><p></p><p>I'm personally not very interested in this sort of play - it fits my description upthread of being degenerate dice rolling play where the PCs add a bit of characterisation and a bit of colour and not much else. I personally had enough of this in 2nd ed.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5474944, member: 42582"] I agree that the explanations are poor. But I put this down to the sorts of weaknesses in RPG rules-writing that Ron Edwards has been talking about for some time now. Your point about lack of player inducements is more interesting. I see 4e character building as being permeated with flavour that is [I]more than just colour[/I], because it has implications for the play of the PC and the thematic consequences of the game. And for me, [I]this[/I] is where the player incorporates narrative hooks. The DMG builds on this with it's discussion of player-designed quests. I agree it is all a bit understated. But I don't think it's unintended. Worlds and Monsters, for example, makes it clear that the design team was looking at all this flavour stuff with a very keen eye on the contribution that it makes to play. (The first time, I think, that D&D world design has been approached in this sort of way, as opposed to a "what would a cool fantasy world look like?" sort of way.) I certainly agree it can read this way, especially at first blush, and this is strongly reinforced by the published modules (but not by supplements like Underdark or The Plane Above). I'm personally not very interested in this sort of play - it fits my description upthread of being degenerate dice rolling play where the PCs add a bit of characterisation and a bit of colour and not much else. I personally had enough of this in 2nd ed. [/QUOTE]
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