A very interesting thread. In my view, all the 4e design threads reinforce the obvious conclusion that 4e will not support a 1st ed style of play.
gizmo33 said:
Some of this might come down to gaming style: I like to run a fairly open-ended adventure.
<snip>
In 4E apparently, my judgements are going to be pressured by the fact that certain situations that weren't so boring in the 3E paradigm are boring in the 4E paradigm.
Mkhaiwati said:
A clock is only part of the equation in my games.
<snip>
Another group of villians might just move somewhere else if they get the idea that another group is hunting/killing them down.
Another option is if a party takes too long in a task, it can be accomplished by another, NPC party that will accept all the rewards.
4e is simply not intended to support this style of play - where, for example, a bad choice by the players means that the evening's fun has been stolen by the NPCs.
hong said:
The only difference is that with one setup, the onus is on the party to keep things moving; with the other, it's on the DM.
Exactly right. In 4e the onus is on the GM to provide the players with challenges that they overcome by playing their PCs. The world does not "carry on" in the background, oozing verisimilitude. Rather, it is a bundle of "game elements" for the GM to use in order to build challenges.
Will this produce contrived plots? In a sense, yes, but only in the sense in which basically all heroic and genre narrative is contrived.
Celebrim said:
In prior editions of the game, and distinctively in 1st edition, a 'mook' encounter still demanded high attention to tactics and still represented a 'threat' because of its potential impact at the operational level.
<snip>
D&D has a 30 year history of that style of play, at its still supported if you choose to play the game that way even in 3rd edition, and now suddenly everyone is saying that is a boring way to play that shouldn't be supported anymore?
But 3E, while perhaps capable of handling this play style, is pretty clearly not aimed at it. Hence all those people (of whom I am one) who think that 3E games play very differently from 1st ed games. (And I'm surprised that no-one in this thread has yet referred to
Monte Cook's column in which he discussed this very aspect of 3E mechanical design, and flagged a move to per-encounter abilities as consistent with that design.) 4e is just the next step in an existing trend.
gizmo33 said:
The people that I know that like to play wizards prefer them over fighters because (for one reason) they'd rather have a few strategic, important effects on the adventure rather than the consistent slogging that fighters seem to offer. By evening out the wizard's combat ability to consistent slogging, wizards aren't offering what they used to as a class.
As Monte explains in his column, this was not part of the design goals even of 3E.
gizmo33 said:
Simply knowing that an NPC holds a hostage means time is not on your side, that's just common sense and someone who doesn't get that IMO is not taking the versimilitude of the campaign world seriously, which is a fixable problem.
<snip>
In the rare instances where the players can be certain of no consequences from resting, then it plays out almost exactly as I would expect an "encounter-based" resource situation to play out. "PCs: We go outside and rest. DM: Ok, next day - here's what's going on..." In the case where there are no consequences to resting, then I don't see what the negative consequences are to the narrative.
Celebrim said:
Mr. Wyatt said that the reason that the game had evolved toward one big encounter per days was that according to the design the first three were boring, and only the fourth was challenging. But that wasn't the problem at all. The problem is as you say, that its almost impossible to get the PC's to try that fourth encounter in the first place. If the fourth encounter per day is the only one with risk, then the tendancy for smart players is to avoid the fourth encounter per day.
<snip>
But so long as ANY resources aren't recovered after one encounter, the smart players are going to choose to stop as soon as they lose any critical resource (even if only hit points). Because, why risk it?
Again, 4e is pretty explicitly not aimed at supporting this sort of resource-management playstyle.
In real life, people have all sorts of reasons for acting "irrationally" from the point of view of resource management: impetuousness, anger, a taste for the dramatic, a love of risk, etc. And much genre narrative presents stories where these sorts of motivations, rather than rational resource management, drive the adventure. I think 4e is looking to support this style of play. Per-encounter resources make it possible in a way that per-day do not. Of course, they don't therefore mandate it, and what I'm interested in is what
other mechanics may be introduced to support this play style.
Mallus said:
That kind of strategic play depends entirely on a kind of contrivance that I dislike, the assumption that the encounters/encounter rate are predictable enough so that I can utilize my fixed resources smartly over time. And framing the majority of encounters as accounting problems rather than imaginary life-or-death situations pulls me out of the game.
I try to emphasize the individual scenes, not the 'operational level planning' (which is invaluable seeing as I rarely know ahead of time how each scene will fit together with the rest, given the open, dungeon-free quality of my setting).
Geron Raveneye said:
The simple problem I have with all this "resource management problem" posts right now is that I never ran adventures that were based around the simple entering and plundering of a dungeon outside of any other story element. The heroes are always under some time pressure, and can't simply go back to rest after every major encounter.
<snip>
Classic dungeon crawling is a planned exploration of an underground area, with the equipment, companions and organization that comes with that. Heroic adventures are tension-filled and, in many parts, fast-paced affairs where the heroes simply can't sit down and rest again after the first fight, but have to press on
Agreed with both these pasages. Between heroic passions and the tensions of the plot, the pace of the game is intended to be driven by something other than the rational management of resources. In the Gary Gygax 1st Ed DMG sense, it will no longer reward good play. But then, good play will no longer be defined in those terms.
hong said:
If each encounter does not depend on previous encounters for its tactical significance, then designing the overall adventure becomes so much easier, as does managing the consequences if the party deviates from the anticipated route.
Agreed. The game will support a
different sort of open-ended adventure - one in which the climax is known in advance, at least in general terms (unlike the games in which a delay can mean the NPCs preempt the PCs), and is guaranteed to be climactic, but in which the path to it is not predetermined.
Celebrim said:
By your own admission you already 'hand wave' operational considerations, so the style of play you want to have is handled simply by treating existing rules as optional and ignoring certain rules. And that's fine, and you are the DM and should be able to make that call. But its much easier to take something out that you don't like than to put something back in that is missing.
But hand-waving, while easy for experience GMs, is very hard for inexperienced ones. And it seems that 4e, like 3E before it, is aimed mostly at supporting inexperienced GMs. Thus it will expressly abandon the "operational considerations" approach to play. Whether or not this is a misjudgement of the market only time will tell. My own feeling is that it is not, and that Hong is correct with respect to the zeitgesit.
Raven Crowking said:
It is my opinion that a game designer should first ask "What are players intended to do?" and then "What incentives can I give them to do that?" before asking "What is fun?" Simply put, it is easier to make a game with clear goals, and incentives to follow those goals, fun than it is to make players do your "fun" stuff if they are rewarded for doing something else entirely.
I suspect that the 4e designers have asked and answered that question. We can infer their answer from the direction in which they seem to be taking the game.
hong said:
Good! The less of the s*mul*tionist baggage from 3E remains, the better.
It is not quite true that all the simulationism is being dropped. In many ways it is just going more high-concept: a good part of the fun of play is meant to be derived from the experience of "my guy" cutting down hordes of mooks before blowing up the dragon. I haven't seen any indication that the designers intend to introduce mechanics to support thematically-oriented play (eg like Spiritual Attributes or Fate Points that are activated by the pursuit of player-determined character goals).
But much of the tension between simulationism and gamism seems to be going. For example, the monster design rules look like they will be much closer to Tunnels and Trolls, than to 3E's simulationist nightmare.