The-Magic-Sword
Small Ball Archmage
I don't think I would accept that definition of Neo-Trad in the slightest, it seems constructed to make play undesirable, and it occurs to me that some people do want a degree of struggle in their arcs, they just want the arc itself to exist and take center stage in the story-- their urge demands the conflict, if only to demonstrate their ability through mild adversity. Like, I guess you could play a game where the point is to be cute and funny as maids and have that game be neo-trad, as a slice of life thing.It's fun to me. The debate is about 4ed being good for "neo-trad" gameplay, but what the OP is doing is not "neo-trad", it's "trad" (detaching methods on convenience to follow the plot and reattach them is the core of trad).
Neo-trad is something no one is playing or quoting in this forum from what I readed so far. Is playing a setting where the players urges are satisfied automatically. Like MAID. You like Maids, there are Maids, they do Maid things. You don't lose or struggle, your urge of maids already satisfied for the whole time. The player happy.
The focus of the simulation is the player directly, not the metanarrative between the player and his character or the relation between character and ecosystem, or even narrative drive. It's all about make the player feel good. It's "fantasy ganja".
To make an extreme metaphor, is like a Conan game where you don't attack enemies, you roll instead on tables that tell how cool and strong you (you, the player!) are in 100 different ways. Your owm esteem lightened up.
So, to me, the entire debate is a bit faulty. Is 4ed good for "neo-trad"? No. Is good for "trad", but that's actually true for every RPG that's not structured.
The core of trad is the focus of play on a core plot, where the plot is generally external to the characters such that they can play through the story relatively interchangeably without truly significant changes. So if you spend most of the time not on such an externalized plot, and on a set of character backstories whose implications sculpt play, and completing individual arcs or something, that's getting you into neotrad territory.
You can best think of neo-trad as a response to trad that recenters the narrative on the individual arcs of the characters, rather than on the 'world' but while maintaining the idea that there are paths at play, rather than just seeing where the character goes.