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*Pathfinder & Starfinder
The Great D&D Schism: The End of an age and the scattering of gamers
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<blockquote data-quote="tomBitonti" data-source="post: 6251380" data-attributes="member: 13107"><p><strong>Will it be a vehicle for storytelling</strong></p><p></p><p>What I wonder about 5E (or D&D Next, as the Hasbro marketer's prefer), is whether there will be an engaging story to go along with the game.</p><p></p><p>Previous editions (excepting 4E -- in my opinion) provided a lot of good adventures and environments. Previous editions provided a lot of hooks for defining interesting characters.</p><p></p><p>With 4E, the focus on story telling elements seemed to wither. This seemed to start in 3E, with its more rigid rules creating a barrier to creative play options. 4E finished to job by completely automatizing the rules and by removing focus on adventures and environments.</p><p></p><p>As a comparison, Eberron and Forgotten Realms have a rich and detailed history. There was a large space for novels to be written and for players to create characters which could be enmeshed in the game world.</p><p></p><p>Where I think the game got off track is by defocusing these elements. What will make the difference, for 5E, is whether players are re-engaged, and a part of what will re-engage them are the story elements. Then, having or not having story elements will make a big difference towards helping (or failing to help) 5E succeed.</p><p></p><p>Put a different way: Rules are one way that players have a common ground for communication. Story and environment are another. There has been a lot of talk about rules changes and rules compatibility, but not a lot about story and environment. I think that is missing an important pillar of the game.</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 6251380, member: 13107"] [b]Will it be a vehicle for storytelling[/b] What I wonder about 5E (or D&D Next, as the Hasbro marketer's prefer), is whether there will be an engaging story to go along with the game. Previous editions (excepting 4E -- in my opinion) provided a lot of good adventures and environments. Previous editions provided a lot of hooks for defining interesting characters. With 4E, the focus on story telling elements seemed to wither. This seemed to start in 3E, with its more rigid rules creating a barrier to creative play options. 4E finished to job by completely automatizing the rules and by removing focus on adventures and environments. As a comparison, Eberron and Forgotten Realms have a rich and detailed history. There was a large space for novels to be written and for players to create characters which could be enmeshed in the game world. Where I think the game got off track is by defocusing these elements. What will make the difference, for 5E, is whether players are re-engaged, and a part of what will re-engage them are the story elements. Then, having or not having story elements will make a big difference towards helping (or failing to help) 5E succeed. Put a different way: Rules are one way that players have a common ground for communication. Story and environment are another. There has been a lot of talk about rules changes and rules compatibility, but not a lot about story and environment. I think that is missing an important pillar of the game. Thx! TomB [/QUOTE]
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Community
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The Great D&D Schism: The End of an age and the scattering of gamers
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