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Why I think you should try 4e (renamed)
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<blockquote data-quote="Ariosto" data-source="post: 4860812" data-attributes="member: 80487"><p><strong>Compared with what?</strong> A good part of how one judges the destination may be where one started, the basis in what is familiar. If one has spent the past decade or so playing a game with an even heavier burden of rules, then the contrast with that particular piece of work may seem liberating. If one's idea of roleplaying is coming up with "descriptive verses" for game-mechanical transactions, then more dissociated mechanisms may be just the thing.</p><p></p><p>I have tried it repeatedly. I have found it rules-heavy and slow-paced, and those other adjectives as well. No doubt that has to do with coming from decades of playing RPGs much less complex and (in terms of encounter resolution) time consuming. You're talking about a game past the scale of RuneQuest or The Fantasy Trip, practically in Champions territory. It's a long, long way from what I have known as D&D.</p><p></p><p>So, your reply to the response may exhibit a lack of perspective and understanding. Indeed, your very words might be sent back to you: "Be imaginative. You never know, you might like it." Do you really need 800+ pages of rule-books (in the first three volumes alone, never mind, e.g., PHB 2)? Do you need all that square-counting and number-crunching, the lists of powers to define your options?</p><p></p><p>Maybe you do, but if you assume that everyone else does then you may be missing the point. One of my all-time favorite RPGs (the 1976 1st ed. <em>Metamorphosis Alpha</em>) has but 32 pages (albeit of small type). You can get it for free online, thanks to designer Jim Ward's generosity. That's my idea of a game that requires and stimulates imagination.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4860812, member: 80487"] [b]Compared with what?[/b] A good part of how one judges the destination may be where one started, the basis in what is familiar. If one has spent the past decade or so playing a game with an even heavier burden of rules, then the contrast with that particular piece of work may seem liberating. If one's idea of roleplaying is coming up with "descriptive verses" for game-mechanical transactions, then more dissociated mechanisms may be just the thing. I have tried it repeatedly. I have found it rules-heavy and slow-paced, and those other adjectives as well. No doubt that has to do with coming from decades of playing RPGs much less complex and (in terms of encounter resolution) time consuming. You're talking about a game past the scale of RuneQuest or The Fantasy Trip, practically in Champions territory. It's a long, long way from what I have known as D&D. So, your reply to the response may exhibit a lack of perspective and understanding. Indeed, your very words might be sent back to you: "Be imaginative. You never know, you might like it." Do you really need 800+ pages of rule-books (in the first three volumes alone, never mind, e.g., PHB 2)? Do you need all that square-counting and number-crunching, the lists of powers to define your options? Maybe you do, but if you assume that everyone else does then you may be missing the point. One of my all-time favorite RPGs (the 1976 1st ed. [i]Metamorphosis Alpha[/i]) has but 32 pages (albeit of small type). You can get it for free online, thanks to designer Jim Ward's generosity. That's my idea of a game that requires and stimulates imagination. [/QUOTE]
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Why I think you should try 4e (renamed)
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