Yeah, but some people got a head-start on hating it. In some circles, the lead time was almost a year pre-launch.For my group, we didn't even try running our first 4E game until 6 months after publication, so we've only been playing for a year.
Yeah, but some people got a head-start on hating it. In some circles, the lead time was almost a year pre-launch.For my group, we didn't even try running our first 4E game until 6 months after publication, so we've only been playing for a year.
(I'm actually ignorant here, White Wolf Games are generally more narrative focused right? If not, insert better example here.)
JohnSnow said:D&D (up until 3e) has always been more "narrativist" than "simulationist." Especially on some things - if you want to be bludgeoned over the head, read Gary's 1e discussion of "what hit points represent."
As to, "Why this thread?", I think threads about leaving editions are at least as potentially interesting as threads as to why people adopt them.There would be far less negativity if people were less inclined to jump and defend their game from someone who doesn't like it, rather than joining the discussion as an interested and engaged party.
Actually, I would consider that quite simulationist. Level of abstraction has almost nothing to do with the goal of the mechanic. Hit points simulate powerful heroes being hard to kill by repeated attacks. It would be narrativist if player hit points waxed and waned according to dramatic events within the scene. In any case, GNS is mostly considered yesterday's paradigm. From an immersive standpoint, it doesn't matter what hit points represent, provided the course of the battle and the outcome aren't jarring.
Huh, I didnt play 3e though I did buy WOT from the d20 era. I am pretty sure hit points were considered abstractions of skill and luck and energy (with just a few nicks and scratches) the same as it always was?The abstract nature of hit points - and until 3e, they were always abstract - makes that feasible.
Actually, I would consider that quite simulationist. Level of abstraction has almost nothing to do with the goal of the mechanic. Hit points simulate powerful heroes being hard to kill by repeated attacks. It would be narrativist if player hit points waxed and waned according to dramatic events within the scene. In any case, GNS is mostly considered yesterday's paradigm. From an immersive standpoint, it doesn't matter what hit points represent, provided the course of the battle and the outcome aren't jarring.
Personally I don't think Narrativism should be on the list. I think that the simulationist, and gamist ways are the only actual design methods, with degree of Narrativism being more of an "in play" thing.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.