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General Tabletop Discussion
*Pathfinder & Starfinder
The Great D&D Schism: The End of an age and the scattering of gamers
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<blockquote data-quote="pemerton" data-source="post: 6252725" data-attributes="member: 42582"><p>When I read RPG material, I'm generally reading it from the perspective of how I might use it in play, rather than from the perspective of entertaining fiction.</p><p></p><p>For instance, fiction often benefits from the motivations of key characters being withheld either in whole or in part. Whereas I find this quite frustrating in RPG material. For instance, I know that Dead Gods is a well-regarded adventure, but I find it uninteresting as fiction, and bascially unplayable as a module.</p><p></p><p>I have not read a great many 4e adventures, but nearly all those that I have read I have used (either in whole or in part): H2, P2, E1 (the least useful of all these), Heathen in one of the first 4e Dungeon mags, and a couple of others. In each case there have been interesting situations - which in 4e is typically a combination of map, antagonist(s) and a couple of story vectors that I can incorporate into my own game.</p><p></p><p>When I refer to Worlds & Monsters, though, I'm referring to its reconceptuatisation of D&D story elements in overall terms, presenting them as part of a coherent and conflict-charage cosmology. The 4e MMs then follow through on this, presenting a range of classic (and also new) D&D creatures from within this cosmological perspective, and also realising their character as story elements in mechanical terms (to varying degrees, admittedly). And the player-side materials follow through too. Between the race and class descriptions (including the many sidebars in the various * Power books), and the power descriptions, and the paragon paths and epic destinies, many PCs come fully incoprorated into the cosmological conflict that underlies the default story of 4e.</p><p></p><p>For me, it's the closest that D&D has come to Gloranthan Runequest.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6252725, member: 42582"] When I read RPG material, I'm generally reading it from the perspective of how I might use it in play, rather than from the perspective of entertaining fiction. For instance, fiction often benefits from the motivations of key characters being withheld either in whole or in part. Whereas I find this quite frustrating in RPG material. For instance, I know that Dead Gods is a well-regarded adventure, but I find it uninteresting as fiction, and bascially unplayable as a module. I have not read a great many 4e adventures, but nearly all those that I have read I have used (either in whole or in part): H2, P2, E1 (the least useful of all these), Heathen in one of the first 4e Dungeon mags, and a couple of others. In each case there have been interesting situations - which in 4e is typically a combination of map, antagonist(s) and a couple of story vectors that I can incorporate into my own game. When I refer to Worlds & Monsters, though, I'm referring to its reconceptuatisation of D&D story elements in overall terms, presenting them as part of a coherent and conflict-charage cosmology. The 4e MMs then follow through on this, presenting a range of classic (and also new) D&D creatures from within this cosmological perspective, and also realising their character as story elements in mechanical terms (to varying degrees, admittedly). And the player-side materials follow through too. Between the race and class descriptions (including the many sidebars in the various * Power books), and the power descriptions, and the paragon paths and epic destinies, many PCs come fully incoprorated into the cosmological conflict that underlies the default story of 4e. For me, it's the closest that D&D has come to Gloranthan Runequest. [/QUOTE]
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The Great D&D Schism: The End of an age and the scattering of gamers
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