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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4680461" data-attributes="member: 710"><p>The question is not if there are common elements, it's not even who influenced whom. The question is was the "transplant" done without a look at the medium? </p><p>WoW has an Aggro-Mechanic. That is nothing like the 4E implementation for Defenders. So they didn't just transplant a mechanical idea, they thought about how to make it work with a RPG.</p><p></p><p></p><p>And you still haven't given me an example. You say that they took tactics from video games (as if they had never existed in RPGs before 4E, except that even you note that 3E had this aspect!) 4E did not implement the tactical part. What you denoted as "tactical" is something that happened in various forms in many role playing games, including previous editions. (Most notably 3E with its introduction of both system mastery - e.g. understanding the "tricks" of the system to create your optimum build - and tactical aspects like flanking and all the miniature related rules)</p><p></p><p>But after you noted this, you went on to a different topic that is not related to tactics. You talk about running a game world. You seem to be trying to make a connection to the tactical component, but I still don't get how this connection is supposed to work. At the moment I think it's immaterial to what you are actually talking about (without this lessening the relevance or interestingness of what you are talking about. It just doesn't make it any easier to understand what you are talking about.)</p><p></p><p>I am trying to get what you are talking about when you talk about "verbal input" or personal or social relationships?</p><p>Are you talking about mechanics that model something like "NPC x is my nemisis?" or "I seduce the Princess" or even "I am in love with the Princess and I have a personal stake in anything regarding her well being and her relationship to me?" </p><p></p><p>Generally I would say that no game constraints things it doesn't describe, of course it doesn't facilitate it either. But 4E design doesn't choke anything of this aspect. And it actually has - with its Quest Mechanic tools to describe social or personal relationships. Quest: "Kill Nemesis" and Quest "Marry the Princess" are of course very simple, but the few games I know in this regard have actually pretty similar concepts. If the player spends time on one of his "stakes", he gets mechanical benefits. (In some games, these are Hero Points or Possibilities, in 4E it's XP).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4680461, member: 710"] The question is not if there are common elements, it's not even who influenced whom. The question is was the "transplant" done without a look at the medium? WoW has an Aggro-Mechanic. That is nothing like the 4E implementation for Defenders. So they didn't just transplant a mechanical idea, they thought about how to make it work with a RPG. And you still haven't given me an example. You say that they took tactics from video games (as if they had never existed in RPGs before 4E, except that even you note that 3E had this aspect!) 4E did not implement the tactical part. What you denoted as "tactical" is something that happened in various forms in many role playing games, including previous editions. (Most notably 3E with its introduction of both system mastery - e.g. understanding the "tricks" of the system to create your optimum build - and tactical aspects like flanking and all the miniature related rules) But after you noted this, you went on to a different topic that is not related to tactics. You talk about running a game world. You seem to be trying to make a connection to the tactical component, but I still don't get how this connection is supposed to work. At the moment I think it's immaterial to what you are actually talking about (without this lessening the relevance or interestingness of what you are talking about. It just doesn't make it any easier to understand what you are talking about.) I am trying to get what you are talking about when you talk about "verbal input" or personal or social relationships? Are you talking about mechanics that model something like "NPC x is my nemisis?" or "I seduce the Princess" or even "I am in love with the Princess and I have a personal stake in anything regarding her well being and her relationship to me?" Generally I would say that no game constraints things it doesn't describe, of course it doesn't facilitate it either. But 4E design doesn't choke anything of this aspect. And it actually has - with its Quest Mechanic tools to describe social or personal relationships. Quest: "Kill Nemesis" and Quest "Marry the Princess" are of course very simple, but the few games I know in this regard have actually pretty similar concepts. If the player spends time on one of his "stakes", he gets mechanical benefits. (In some games, these are Hero Points or Possibilities, in 4E it's XP). [/QUOTE]
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