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<blockquote data-quote="Gorgon Zee" data-source="post: 8255090" data-attributes="member: 75787"><p>Well, as you can see from [USER=16814]@Ovinomancer[/USER]'s response, not everyone will agree with you that 5E exemplifies the description of OC/Neo-trad in the blog. To recap, the blog characterizes that "culture" with the following:</p><ol> <li data-xf-list-type="ol">shares a lot of the same norms as trad ("the primary goal of a game is to tell an emotionally satisfying narrative, and the DM is the primary creative agent in making that happen")</li> <li data-xf-list-type="ol">it deprioritises the authority of the DM as the creator of that story</li> <li data-xf-list-type="ol">The DM becomes a curator and facilitator who primarily works with material derived from other sources</li> <li data-xf-list-type="ol">emphases on Rules As Written</li> <li data-xf-list-type="ol">Modules are another important textual support for this style</li> <li data-xf-list-type="ol">it focuses on player aspirations and interests and their realisation</li> <li data-xf-list-type="ol">emerges with the growth of Living Greyhawk Core Adventures and the apparatus of "organised play"</li> <li data-xf-list-type="ol">reinforced and spread by "character optimization"</li> </ol><p>Subtracting [2] from [1] as the author suggests leaves nothing but a goal of "tell an emotionally satisfying narrative" which is about as general a statement as possible and does not distinguish from any other genre.</p><p></p><p>[3]-[5] says that the GM is treated as a facilitator and not given much agency; that the rules are in charge and GM invention is way down the list of priorities. That seems diametrically opposed to 5e to me, as I thought it gave more agency to GMs than 3.0 / 3.5 did, and certainly there are way fewer modules and other material than there was for 3.0 / 3.5.</p><p></p><p>[6] is a bit odd. I want to read that as "character aspirations" but it says "player". I'm really unsure what that means, but maybe it means that players want to determine their characters' story and so argues for more meta-mechanics that support it?</p><p></p><p>[7]-[8] seems basic hankering for the 3.0 / 3.5 / 4E CharOp and living campaigns. The latter have been massively reduced from their 3.5 heights (I've played in all of them, significantly), so again, it doesn't seem really a 5E thing.</p><p></p><p>So, I'm much more aligned with [USER=16814]@Ovinomancer[/USER] on this. It seems way more like 3.5 than 5E.</p><p></p><p>But then it's also terribly contradictory and vague ("it's about narrative", "it's rules as written", "it's player-driver", "it's about running modules") so overall, I'd just ignore it as a poorly thought out and not terribly useful characterization.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8255090, member: 75787"] Well, as you can see from [USER=16814]@Ovinomancer[/USER]'s response, not everyone will agree with you that 5E exemplifies the description of OC/Neo-trad in the blog. To recap, the blog characterizes that "culture" with the following: [LIST=1] [*]shares a lot of the same norms as trad ("the primary goal of a game is to tell an emotionally satisfying narrative, and the DM is the primary creative agent in making that happen") [*]it deprioritises the authority of the DM as the creator of that story [*]The DM becomes a curator and facilitator who primarily works with material derived from other sources [*]emphases on Rules As Written [*]Modules are another important textual support for this style [*]it focuses on player aspirations and interests and their realisation [*]emerges with the growth of Living Greyhawk Core Adventures and the apparatus of "organised play" [*]reinforced and spread by "character optimization" [/LIST] Subtracting [2] from [1] as the author suggests leaves nothing but a goal of "tell an emotionally satisfying narrative" which is about as general a statement as possible and does not distinguish from any other genre. [3]-[5] says that the GM is treated as a facilitator and not given much agency; that the rules are in charge and GM invention is way down the list of priorities. That seems diametrically opposed to 5e to me, as I thought it gave more agency to GMs than 3.0 / 3.5 did, and certainly there are way fewer modules and other material than there was for 3.0 / 3.5. [6] is a bit odd. I want to read that as "character aspirations" but it says "player". I'm really unsure what that means, but maybe it means that players want to determine their characters' story and so argues for more meta-mechanics that support it? [7]-[8] seems basic hankering for the 3.0 / 3.5 / 4E CharOp and living campaigns. The latter have been massively reduced from their 3.5 heights (I've played in all of them, significantly), so again, it doesn't seem really a 5E thing. So, I'm much more aligned with [USER=16814]@Ovinomancer[/USER] on this. It seems way more like 3.5 than 5E. But then it's also terribly contradictory and vague ("it's about narrative", "it's rules as written", "it's player-driver", "it's about running modules") so overall, I'd just ignore it as a poorly thought out and not terribly useful characterization. [/QUOTE]
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