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The "real" reason the game has changed.
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<blockquote data-quote="pemerton" data-source="post: 5437062" data-attributes="member: 42582"><p>Who said you should play 4e? No one on this thread, and to be honest I don't recall anyone on any thread I've participated in telling you that you should play 4e.</p><p></p><p>Why do others find it worthwhile? I've stated my reasons repeatedly, including in my previous post. It's not self-referential self-justification. It's about using a technique pioneered by other games (HeroWars, The Dying Earth etc) to resolve some issues that some (even many, I would say) RPGers have had with pacing and action resolution outside of combat encounters since the earliest days of the hobby.</p><p></p><p>Maybe you don't have those issues. Fine. But what's objectionable to you about those who do writing and/or playing games that resolve them?</p><p></p><p>(As to "all that jive" - most GMs, once they've read Tom Moldvay's description of how to set up a dungeon room, don't need to tick off a checklist. They just draw a map, write down some notes about what's in the rooms, and move on. Likewise - "all that jive" involves thinking about the players' goals for their PCs in a given situation, assiging a level, and coming up with a few ideas about how the situation might unfold in an interesting way. It's not very hard.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5437062, member: 42582"] Who said you should play 4e? No one on this thread, and to be honest I don't recall anyone on any thread I've participated in telling you that you should play 4e. Why do others find it worthwhile? I've stated my reasons repeatedly, including in my previous post. It's not self-referential self-justification. It's about using a technique pioneered by other games (HeroWars, The Dying Earth etc) to resolve some issues that some (even many, I would say) RPGers have had with pacing and action resolution outside of combat encounters since the earliest days of the hobby. Maybe you don't have those issues. Fine. But what's objectionable to you about those who do writing and/or playing games that resolve them? (As to "all that jive" - most GMs, once they've read Tom Moldvay's description of how to set up a dungeon room, don't need to tick off a checklist. They just draw a map, write down some notes about what's in the rooms, and move on. Likewise - "all that jive" involves thinking about the players' goals for their PCs in a given situation, assiging a level, and coming up with a few ideas about how the situation might unfold in an interesting way. It's not very hard.) [/QUOTE]
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