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<blockquote data-quote="Neonchameleon" data-source="post: 5997580" data-attributes="member: 87792"><p>There is this. My most consulted rulebook for 4e (after the monster manuals) is, of all things, Vornheim. Or possibly the very generic random treasure tables in the back of the RC. On the other hand, when it comes to content <em>resolution</em>, 4e is IMO second to none. I can cope with literally anything my players (mostly J_) have come up with to throw at me without batting an eyelid - when I'd probably be gibbering with some of the dafter plans in another system.</p><p> </p><p>But content creation can be easily added in as part of the worldbook. I think I want a Monster Vault:Nentir Vale 2. This time with camps, patrols, contacts, and a wandering monster table. (This despite the fact I think MV:NV is one of the best monster manuals ever written).</p><p> </p><p></p><p> </p><p>I most emphatically disagree. There is no great old game that can do what e.g. Dread, Fiasco, or Dogs in the Vineyard can. Even 4e absolutely can not be matched by older games. The play experiences that are being designed towards have expanded. And so have the play experiences being supported.</p><p> </p><p>Even when it comes to trad RPGs I don't know anything that matches Burning Wheel's Lifepath and Relationship tools. Technology which is built on in part Traveller's careers. And WFRP's career progression system.</p><p></p><p>This isn't to say that designers have got smarter. But when he set out Gygax didn't know what he was doing. He had to make it all up using a hacked tabletop wargame engine. And in some ways did a superb job (and communicated it very badly in other places). But like anyone trying to do new things, he made a lot of mistakes. Modern designers have the advantage of seeing those mistakes rather than finding them themselves. And can also take inspiration from MMOs which are better playtested than any tabletop wargame in history.</p><p> </p><p></p><p></p><p>You don't have to stat it in advance, but yes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've been known to design the map while drawing it, and pull monsters out of the manuals while talking. Combat is slow - but it's also big and cinematic. (One reason I don't run dungeoncrawls in 4e).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5997580, member: 87792"] There is this. My most consulted rulebook for 4e (after the monster manuals) is, of all things, Vornheim. Or possibly the very generic random treasure tables in the back of the RC. On the other hand, when it comes to content [I]resolution[/I], 4e is IMO second to none. I can cope with literally anything my players (mostly J_) have come up with to throw at me without batting an eyelid - when I'd probably be gibbering with some of the dafter plans in another system. But content creation can be easily added in as part of the worldbook. I think I want a Monster Vault:Nentir Vale 2. This time with camps, patrols, contacts, and a wandering monster table. (This despite the fact I think MV:NV is one of the best monster manuals ever written). I most emphatically disagree. There is no great old game that can do what e.g. Dread, Fiasco, or Dogs in the Vineyard can. Even 4e absolutely can not be matched by older games. The play experiences that are being designed towards have expanded. And so have the play experiences being supported. Even when it comes to trad RPGs I don't know anything that matches Burning Wheel's Lifepath and Relationship tools. Technology which is built on in part Traveller's careers. And WFRP's career progression system. This isn't to say that designers have got smarter. But when he set out Gygax didn't know what he was doing. He had to make it all up using a hacked tabletop wargame engine. And in some ways did a superb job (and communicated it very badly in other places). But like anyone trying to do new things, he made a lot of mistakes. Modern designers have the advantage of seeing those mistakes rather than finding them themselves. And can also take inspiration from MMOs which are better playtested than any tabletop wargame in history. You don't have to stat it in advance, but yes :) I've been known to design the map while drawing it, and pull monsters out of the manuals while talking. Combat is slow - but it's also big and cinematic. (One reason I don't run dungeoncrawls in 4e). [/QUOTE]
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