Sundragon2012 said:
I'm old school in a variety of ways. I think slower leveling up is best, that the fun of the game is playing the game and not necessarily tied to aquiring powers and other stuff, that settings have their own flavors and dynamics that shouldn't be watered down for the sake of unlimited choices, that DMs are just arbiters of "core" canon law ie. sacred rules and some other ways as well.
Heh. I think in this short paragraph you've already made it clear you're not the target audience for 4e. Faster leveling (and more of it!) and getting "kewl new stuff" seems to be an overriding theme in 4e.
The problem with the cinematic vs. versimilitude camps is that their needn't be a mutually exclusive attitude from either camp. I have had some high cinematic action in my games, but at the same time versimilitude never suffered, well not enough to destroy the suspension of disbelief. There is a fine line sometimes and it takes skill as a DM/GM to know where the line is.
Hmm. How to say this. For actual implementations of games, I think you can blur the line between cinematic and verisimilitude, in the exact manner you suggested: "well not enough to destory the suspension of disbelief" - but that is in-game. The game you play itself acquires reality in your imagination-space, and so its easier to suspend disbelief.
Reading a ruleset, that is, analyzing it apart from an actual implementation of the game, has its own dynamics, and its much easier to view the uncoupling of the two elements as there is no emotional attachment to the game itself to cloud one's vision. Or put another way, when not playing the game but studying the rules independently, I think its much easier to see the division of those two camps.
I think both camps have their own definitions of fun, too, and what is fun in one is not necessarily fun in another. Savage Worlds has a cool mechanic where you have as much ammo as you need - until you roll a critical failure, at which point you run out. Very cinematic? Very un-realistic - you could go through multiple combats and never run out of ammo - or run out of ammo, acquire more and immediately run out again with a second critical failure. (And we haven't even mentioned Bennies, a player mechanic that allows for re-rolls, among other things, so that the player could have simply re-rolled the critical failure to avoid running out of ammo.)
If I was trying to be a simulationist, that mechanic would bug the snot out of me (and truth be told, it did upon first read). But I've shifted from my old school mentality to the other side of the fence, and to me, its simply more fun. Its more dramatic. Its more like grabbing arrows and firing at the oncoming hordes, then suddenly reaching back and realizing you're out - and screwed (very movie-like, and great for player-based drama/tension), and its less like carefully counting and husbanding each arrow and taking careful stock of how they're used. Both are valid approaches, and both are fun to different types of gamers (and unfun to others) - and both ultimately accomplish the same thing in different ways, which is creating a decision moment when a player runs out of arrows.
I'm creating a setting for eventual publishing and am weighing the merits of different rule sets. I am interested in 4e (wait and see on this one), true20 and runequest. Is Savage Worlds OGL? I'll check into Savage Worlds because I have heard good things. I would like to make it suitable for 4e if possible but if it seems I'm swimming uphill by trying to create a certain kind of setting with an innappropriate ruleset.
Savage Worlds is not OGL. Its not remotely d20. But it does have licensing opportunities. You'd need to contact the PegInc guys. (Email me if you're interested and I can probably point you in the right direction).
That said, its billed as a "Fast! Furious! Fun!" game (their tagline). Its pulpy and heroic and cinematic, but with some excellent nods to more realism (handling of wounds, the best and simplest fatigue system I've seen yet, and handles combat tricks like "look over there!" and sand in the face and other cinematic staples extremely well). It has its limitations - BTB the magic system is very tactical, and not at all strategic (something D&D magic is).
I hear the designers talk about their more incremental leveling, and that is exactly what SW does (much like other non-class based systems). When you "level-up" you can basically pick one incremental addition to your character - increase an ability, your fighting skill, a non-combat skill, add an Edge (similar to feats), etc - instead of getting an entire package of increases.