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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8993243" data-attributes="member: 82106"><p>That's a very interesting perspective. I don't think you mean the thread to be ABOUT how this works in 4e, but based on how you describe Neo Trad as kind of an agenda, I can see how 4e could be a pretty good fit. Unlike PbtA type games and such 4e doesn't demand that anything really HAPPEN. It is geared up for 'happening stuff', but the PCs could theoretically sit around and drink ale in the local brewhouse till the cows come home, or whatever it is that expresses the particular character and existing as that character. And you can definitely mix it up. The way quests are player-defined (or can be) for instance means the PCs can pick and choose, deciding that some situation or element of setting is something they want to get into, and setting a quest to do that. The way character build is so heavily in the hands of the PCs too, you can run a game where the players decide what quests to go on to get which items, and of course pick all the feats, powers, etc. that appeal to them.</p><p></p><p>So, yeah, it feels like this kind of play is well supported. I think its also not too surprising that 4e does this AND more standard modern narrative play pretty well, as I see the two as both emerging from traditional styles of play in reaction to early 90's 2e and V:tM being fairly unsatisfactory attempts to 'bring more story'. In both Neo Trad and Narrativist play the players provide a large part of the driving force, and some of the same process of play can apply. Given that 4e is a game that tried to kind of straddle the line between Narrativist and Trad, this may (or may not) have been an accident. </p><p></p><p>I'm interested in your view as to what other games offer similar experiences.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8993243, member: 82106"] That's a very interesting perspective. I don't think you mean the thread to be ABOUT how this works in 4e, but based on how you describe Neo Trad as kind of an agenda, I can see how 4e could be a pretty good fit. Unlike PbtA type games and such 4e doesn't demand that anything really HAPPEN. It is geared up for 'happening stuff', but the PCs could theoretically sit around and drink ale in the local brewhouse till the cows come home, or whatever it is that expresses the particular character and existing as that character. And you can definitely mix it up. The way quests are player-defined (or can be) for instance means the PCs can pick and choose, deciding that some situation or element of setting is something they want to get into, and setting a quest to do that. The way character build is so heavily in the hands of the PCs too, you can run a game where the players decide what quests to go on to get which items, and of course pick all the feats, powers, etc. that appeal to them. So, yeah, it feels like this kind of play is well supported. I think its also not too surprising that 4e does this AND more standard modern narrative play pretty well, as I see the two as both emerging from traditional styles of play in reaction to early 90's 2e and V:tM being fairly unsatisfactory attempts to 'bring more story'. In both Neo Trad and Narrativist play the players provide a large part of the driving force, and some of the same process of play can apply. Given that 4e is a game that tried to kind of straddle the line between Narrativist and Trad, this may (or may not) have been an accident. I'm interested in your view as to what other games offer similar experiences. [/QUOTE]
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