pemerton said:
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.
You might be right. I think you're summary of the thread thus far was interesting and it did a good job of capturing my thoughts, at least.
pemerton said:
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.
That's a shame. The reason I don't play monopoly, chess, or WoW is because I prefer the sense of versimilitude. If it devolves into a series of superficial encounters I'm not sure what RPGs would have to offer.
pemerton said:
As Monte explains in his column, this was not part of the design goals even of 3E.
Someone on this board told me recently (and emphatically) that the "status quo" style of adventure was discussed in the 3E DMG and discussed an adventure that was designed according to what I've been calling versimilitude. Why would that be there if it was Monte's design goal to exclude it. Do you have a link where he's quoted on this topic?
pemerton said:
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 have two problems with this. One is that IMO it's not actually true of people trained to handle dangerous situations. Experience adventurers who have survived numerous conflict are probably no longer operating at a level of impetuousness as does a noob.
The second problem is that people in stories have feelings, but their actions are infrequently irrational. A novel is able to capture the thoughts and subtleties, but the game happens at a higher level. The way we play, people don't sit around and talk about how their character feels about stuff, it's usually just a series of actions, and ultimately you can gain insight into how the character feels by what they try to accomplish goal-wise. The suggestion (and I've seen it several times from folks advocating this 4E style) is that somehow players put aside rationality and start acting according to extreme personality stereotypes. This would be an uncomfortable thing for me to do in my games because my players know that an adventure could kill them. Honestly, I'm not sure that really applies to a good percentage of other people's games.
pemerton said:
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.
Possibly. Gygax was a wargamer. War has a tendency to be treated as a science by folks (Sun Tzu and all of that). Most field manuals on war don't advise you to tap into your "heroic passions" for anything. Ultimately I guess this is a cultural thing.
pemerton said:
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.
This, literally, is the opposite of open-ended. Perhaps the expression is unfamiliar.
pemerton said:
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.
I think popular music is a close analogy. Genre's evolve over time because the herd of folks generally unfamiliar and uninterested in music will listen to a watered-down, refined version of music that was developed in a more creative mode by folks with taste. Sure, the numbers and sales figures will tell you you're being successful when the huge herd is in to what you're doing. But the strange thing is that the herd tends to follow the experienced people, and when you lose the experienced people (which happens every decade or so), you're not going to keep the herd for long.
pemerton said:
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.
Why is it interesting? Part of the assumption that the 4E style of play makes is that adversity=un-fun. Given that the outcomes are pre-determined, and there's a shrinking list of strategically interesting options for the game, it's just a matter of time IMO before players realize their on a story-telling treadmill. IMO this is only successful in the short-run because story-telling games rely on a spirit of the game established by wargamers - the only reason people think they can die in such games is because they read something about Gygax's game which described someone dying. Sooner or later they'll catch on, and the story-telling game will have to sink or swim on it's own merits and not because it diguises itself as the type of game with variable outcomes.
pemerton said:
For example, the monster design rules look like they will be much closer to Tunnels and Trolls, than to 3E's simulationist nightmare.
Hey! That's a 30 year long nightmare called "Dungeons and Dragons" AFAICT.