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[Was]Forked Thread: GTS 2009 D&D Seminar : [Is] Playstyle & Evolution Discussion
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<blockquote data-quote="Bodhiwolff" data-source="post: 4759349" data-attributes="member: 71196"><p>I think that a lot of the suggestions people are making are well-intentioned, but miss the mark.</p><p> </p><p>When Rob Heinsoo and others first looked at the design decisions for 4E, they felt that 3E had taken the simulationist aspects of gaming in a good direction, had taken it about as far as it could go, had resulted in a wonderful game, but simply replicating that would be a mistake. How could you build a better 3E D&D when 3E did what it did so well?</p><p> </p><p>(all this is paraphrasing what I heard him say at a couple of seminars earlier this month on this topic)</p><p> </p><p>So instead, they designed 4E to be different.</p><p> </p><p>The roleplay aspects were completely and absolutely old-school simplified, back to their 1E roots. The place where you need rules is combat. The place where you don't need rules is roleplaying and non-combat.</p><p> </p><p>Anything which adds to the technical complexity of non-combat stuff is getting away from the 4E game design, I believe.</p><p> </p><p>Moreover, if you read the DMG, Wyatt did a wonderful job of describing "how to dungeon master" and how to design stories, etc. It is, frankly, a much better "how to" guide than earlier DMGs were. It returns right back to the 1E style of storytelling and roleplaying -- namely, everything is non-mechanical, is based on DM/Player interaction, and is completely open-ended.</p><p> </p><p>Now, the problem is that most people don't *read* the DMG, and in their adventure design they skip over all of the non-combat encounters. There is nothing stopping a 4E game from having *just* as much story, character, and non-combat roleplaying as a 1E game -- nothing, save the skill, enthusiasm, and work put in by the players and the DM.</p><p> </p><p>So anything which reminds DMs to add these elements is a good thing. Any tool which helps DMs design better stories, and reminds them to implement all of the numerous non-combat options, is a good thing.</p><p> </p><p>But rules or systems to codify that non-combat game? I'd hate to see us start down that path.</p></blockquote><p></p>
[QUOTE="Bodhiwolff, post: 4759349, member: 71196"] I think that a lot of the suggestions people are making are well-intentioned, but miss the mark. When Rob Heinsoo and others first looked at the design decisions for 4E, they felt that 3E had taken the simulationist aspects of gaming in a good direction, had taken it about as far as it could go, had resulted in a wonderful game, but simply replicating that would be a mistake. How could you build a better 3E D&D when 3E did what it did so well? (all this is paraphrasing what I heard him say at a couple of seminars earlier this month on this topic) So instead, they designed 4E to be different. The roleplay aspects were completely and absolutely old-school simplified, back to their 1E roots. The place where you need rules is combat. The place where you don't need rules is roleplaying and non-combat. Anything which adds to the technical complexity of non-combat stuff is getting away from the 4E game design, I believe. Moreover, if you read the DMG, Wyatt did a wonderful job of describing "how to dungeon master" and how to design stories, etc. It is, frankly, a much better "how to" guide than earlier DMGs were. It returns right back to the 1E style of storytelling and roleplaying -- namely, everything is non-mechanical, is based on DM/Player interaction, and is completely open-ended. Now, the problem is that most people don't *read* the DMG, and in their adventure design they skip over all of the non-combat encounters. There is nothing stopping a 4E game from having *just* as much story, character, and non-combat roleplaying as a 1E game -- nothing, save the skill, enthusiasm, and work put in by the players and the DM. So anything which reminds DMs to add these elements is a good thing. Any tool which helps DMs design better stories, and reminds them to implement all of the numerous non-combat options, is a good thing. But rules or systems to codify that non-combat game? I'd hate to see us start down that path. [/QUOTE]
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