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Weekly Wrecana : The Three Pilasters of D&D 4 parts
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7067929" data-attributes="member: 82106"><p>I have to say, I don't think a huge amount of this applies in any specific way to how I run 4e (or think about game design). I think that the ELEMENTS are interesting, there are interludes, travel and information dispensing are all subjects that can be interesting and need to be touched on in some form by RPGs. </p><p></p><p>On the whole I think Wrecan's approach displays a sort of "circa 2008" approach to 4e (obviously this was written sometime around 2012 I'm assuming). Notably there's no discussion here about a more 4e story centered approach to these kinds of non-adventuring or 'para-adventuring' elements of the game. He seems to pretty much assume a kind of AD&D-esque paradigm of world existing independently of adventurers, although he does now-and-then touch slightly on a more story-centered view. Overall it feels a bit more old-fashioned than where I am now in my own thinking.</p><p></p><p>It is interesting that you fished this particular set of posts up at this time [MENTION=82504]Garthanos[/MENTION]. I had just the other day written up a section of my own game/notes on Challenges and Interludes, which provides for an approach to many of these things. So, in my own play at this time, there are only 2 states of game play, Challenge, or Interlude (I admit, I use the term 'interlude' very broadly, Wrecan parses this a lot more finely). During challenges dice are employed in the adjudication of risk incurred as a result of conflict, which the challenge resolves (or maybe fails to resolve, or partly resolves, etc). </p><p></p><p>Everything else works dicelessly. You don't roll dice to see if you were able to make 12cp today begging, or if you managed to smith a fine sword or a merely ordinary one for resale. These non-conflict situations simply get resolved as the GM and players wish, taking into account character's various attributes and resources.</p><p></p><p>So, how to handle some of the situations Wrecan touched on? Why handle them at all? That is to say, suppose a group of players decide their characters will build a fortress for the group to use as a base. Assuming that the way is clear to do so, its not really something that involves conflict, so simply decide on some cost and assess it to the characters. Time passes, gold is spent, some sort of results are obtained. Perhaps some great difficulty arises? The GM has now injected some form of conflict, a challenge can resolve this. If the whole enterprise is problematic then it can be a single challenge, or a whole adventure. It obviously isn't an interlude anymore at that point...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7067929, member: 82106"] I have to say, I don't think a huge amount of this applies in any specific way to how I run 4e (or think about game design). I think that the ELEMENTS are interesting, there are interludes, travel and information dispensing are all subjects that can be interesting and need to be touched on in some form by RPGs. On the whole I think Wrecan's approach displays a sort of "circa 2008" approach to 4e (obviously this was written sometime around 2012 I'm assuming). Notably there's no discussion here about a more 4e story centered approach to these kinds of non-adventuring or 'para-adventuring' elements of the game. He seems to pretty much assume a kind of AD&D-esque paradigm of world existing independently of adventurers, although he does now-and-then touch slightly on a more story-centered view. Overall it feels a bit more old-fashioned than where I am now in my own thinking. It is interesting that you fished this particular set of posts up at this time [MENTION=82504]Garthanos[/MENTION]. I had just the other day written up a section of my own game/notes on Challenges and Interludes, which provides for an approach to many of these things. So, in my own play at this time, there are only 2 states of game play, Challenge, or Interlude (I admit, I use the term 'interlude' very broadly, Wrecan parses this a lot more finely). During challenges dice are employed in the adjudication of risk incurred as a result of conflict, which the challenge resolves (or maybe fails to resolve, or partly resolves, etc). Everything else works dicelessly. You don't roll dice to see if you were able to make 12cp today begging, or if you managed to smith a fine sword or a merely ordinary one for resale. These non-conflict situations simply get resolved as the GM and players wish, taking into account character's various attributes and resources. So, how to handle some of the situations Wrecan touched on? Why handle them at all? That is to say, suppose a group of players decide their characters will build a fortress for the group to use as a base. Assuming that the way is clear to do so, its not really something that involves conflict, so simply decide on some cost and assess it to the characters. Time passes, gold is spent, some sort of results are obtained. Perhaps some great difficulty arises? The GM has now injected some form of conflict, a challenge can resolve this. If the whole enterprise is problematic then it can be a single challenge, or a whole adventure. It obviously isn't an interlude anymore at that point... [/QUOTE]
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