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Why is realism "lame"?
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<blockquote data-quote="I'm A Banana" data-source="post: 6066935" data-attributes="member: 2067"><p>Sounds like the OGL + a modular system would be perfect! You could pick up a set of pre-packaged 4e-esque rules put out by WotC or by some intrepid 4e fan who sees the dials they can turn in 5e and then turns them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I hear you on the "Neutral Lazy" alignment, which is part of why I'm a big advocate for that idea.</p><p></p><p></p><p></p><p>Does the system need to be entirely clear and unambiguous if your own games can be clear and unambiguous?</p><p></p><p>On a bit of a side-note, I do wonder what 4e does for some folks that 5e isn't doing, and if 5e could easily do them with a few bends and knobs. And I mean specifically, functionally, in the actual play experience. That's probably worth a thread all its own, though. I'm reasonably confident that whatever a 4e fan wants to do with D&D at their own table, 5e could probably do. What might be difficult is 5e <em>as an entire system</em> doing what 4e does as an entire system, but as long as we're each only interested in our own games and how they play, and not in being gatekeepers for all the millions of people who play the game, that shouldn't be a big deal. </p><p></p><p>I wonder what the "point" is, or what the points are. What are big 4e fans seeing that will neutralize their own style of fun?</p><p></p><p></p><p></p><p>See, I'm optimistic that 4e fans (or fans of gritty games, or 3e fans, or 1e fans) can still get what they want out of 5e, as long as what they want isn't to dictate what the entire system is like. So, anyone who wants a game that will never include Dragonborn or Drow or Gnomes or Alignment or Paladins as core options is SOL. But anyone who wants to play a game without any of those things would be entirely able to. </p><p></p><p>To figure out what people want, it might be useful to drill down into what actually happens during play that people want. And that digs into iffy issues of psychology, page design, nomenclature, and other weedy parts, too, where someone might not like a given rule just because of the <em>format</em> of the thing. But it might also bear some interesting fruit.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6066935, member: 2067"] Sounds like the OGL + a modular system would be perfect! You could pick up a set of pre-packaged 4e-esque rules put out by WotC or by some intrepid 4e fan who sees the dials they can turn in 5e and then turns them. :) I hear you on the "Neutral Lazy" alignment, which is part of why I'm a big advocate for that idea. Does the system need to be entirely clear and unambiguous if your own games can be clear and unambiguous? On a bit of a side-note, I do wonder what 4e does for some folks that 5e isn't doing, and if 5e could easily do them with a few bends and knobs. And I mean specifically, functionally, in the actual play experience. That's probably worth a thread all its own, though. I'm reasonably confident that whatever a 4e fan wants to do with D&D at their own table, 5e could probably do. What might be difficult is 5e [I]as an entire system[/I] doing what 4e does as an entire system, but as long as we're each only interested in our own games and how they play, and not in being gatekeepers for all the millions of people who play the game, that shouldn't be a big deal. I wonder what the "point" is, or what the points are. What are big 4e fans seeing that will neutralize their own style of fun? See, I'm optimistic that 4e fans (or fans of gritty games, or 3e fans, or 1e fans) can still get what they want out of 5e, as long as what they want isn't to dictate what the entire system is like. So, anyone who wants a game that will never include Dragonborn or Drow or Gnomes or Alignment or Paladins as core options is SOL. But anyone who wants to play a game without any of those things would be entirely able to. To figure out what people want, it might be useful to drill down into what actually happens during play that people want. And that digs into iffy issues of psychology, page design, nomenclature, and other weedy parts, too, where someone might not like a given rule just because of the [I]format[/I] of the thing. But it might also bear some interesting fruit. [/QUOTE]
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