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<blockquote data-quote="gizmo33" data-source="post: 3755291" data-attributes="member: 30001"><p>Here's my "9:00-9:15" problem.</p><p></p><p>9:00-9:15: PCs fight the Armageddon of all battles</p><p>9:16: PCs rest up and are fully charged</p><p>9:17-9:25: PCs fight another Armageddon battle</p><p>9:26: PCs realize all monsters within a mile radius have been killed. Push loot into portable hole.</p><p>9:27: PCs teleport to next dungeon. Rest in order to recover teleport spell.</p><p>9:28-9:30: PCs fight another Armageddon battle</p><p>9:31: PCs level up</p><p>9:32: PCs teleport to King's castle, ask for new quest</p><p>9:33: PCs adventure through next dungeon</p><p>9:34-10:00: PCs fight a handful more Battles to End all Battles. Level up a few more times.</p><p>10:01: PCs teleport back to King. Usurp throne.</p><p>10:05: PCs heal after fighting King's army</p><p>10:06: PCs retire.</p><p></p><p>I'll rename it the "9:00-10:06" problem to distinguish it from the 3E version. </p><p></p><p>And basically, I think Mkhaiwati's post suggests pretty clearly to me that a big part of the problem has been the lack of a really sensible design. It's just not realistic for PCs to camp for 8 hours in a dangerous place with nothing happening, and often with intelligent adversaries nearby. And what's that sensible design? That's versimilitude (and I'll keep using that word, ha!)</p><p></p><p><strong>And interesting that it be the case, given the issue raised lately by World of Warcraft</strong> One of the consistent things that I see from people defending the existence of table-top RPGs is that they hands-down do a better job of capturing a feeling of reality in the game world. Why? Because stuff happens and the DM actually remembers that it happens and adjusts the world accordingly, whereas the computer's ability to adapt is significantly limited.</p><p></p><p>So here, presumably, 4E is trying to develop something compelling and it's playing right into the hands of WoW. Encouraging DMs to develop a response to the "9-9:15" problem that requires versimilitude appears to be taking a back seat to the instant gratification slug-a-thon that is my experience with most computer adventure games. I'm not saying that people's 4E games will become human moderated computer games - I'm saying that the noose continues to tighten, so to speak, as the amount of game world elements that the players have to interact with is reduced. I remember Neverwinter Nights being like this and it just didn't feel like DnD.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3755291, member: 30001"] Here's my "9:00-9:15" problem. 9:00-9:15: PCs fight the Armageddon of all battles 9:16: PCs rest up and are fully charged 9:17-9:25: PCs fight another Armageddon battle 9:26: PCs realize all monsters within a mile radius have been killed. Push loot into portable hole. 9:27: PCs teleport to next dungeon. Rest in order to recover teleport spell. 9:28-9:30: PCs fight another Armageddon battle 9:31: PCs level up 9:32: PCs teleport to King's castle, ask for new quest 9:33: PCs adventure through next dungeon 9:34-10:00: PCs fight a handful more Battles to End all Battles. Level up a few more times. 10:01: PCs teleport back to King. Usurp throne. 10:05: PCs heal after fighting King's army 10:06: PCs retire. I'll rename it the "9:00-10:06" problem to distinguish it from the 3E version. And basically, I think Mkhaiwati's post suggests pretty clearly to me that a big part of the problem has been the lack of a really sensible design. It's just not realistic for PCs to camp for 8 hours in a dangerous place with nothing happening, and often with intelligent adversaries nearby. And what's that sensible design? That's versimilitude (and I'll keep using that word, ha!) [b]And interesting that it be the case, given the issue raised lately by World of Warcraft[/b] One of the consistent things that I see from people defending the existence of table-top RPGs is that they hands-down do a better job of capturing a feeling of reality in the game world. Why? Because stuff happens and the DM actually remembers that it happens and adjusts the world accordingly, whereas the computer's ability to adapt is significantly limited. So here, presumably, 4E is trying to develop something compelling and it's playing right into the hands of WoW. Encouraging DMs to develop a response to the "9-9:15" problem that requires versimilitude appears to be taking a back seat to the instant gratification slug-a-thon that is my experience with most computer adventure games. I'm not saying that people's 4E games will become human moderated computer games - I'm saying that the noose continues to tighten, so to speak, as the amount of game world elements that the players have to interact with is reduced. I remember Neverwinter Nights being like this and it just didn't feel like DnD. [/QUOTE]
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