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03
Jun/2008

4th Edition D&D Not about the story?
by Wick

There seems to be a feeling out there that 4E is based to much on abilities and powers, what the pc can do rather than the story. This trend by players and DM's worries me for the future of D&D. Do we really need rules for emphasizing story aspects of an RPG?


I have been playing and running a number of demos over the last month and have not found this to be true. However, I have found that if the DM lacks imagination or does not clearly state that the demos are showing off combat rules or some other subset of the rules the players react with statements like, “this is just monster bashing...”


My understanding is that a rule set for RPGs should focus on conflict resolution, primarily combat. I for one as DM don't want the game to dictate how my story is told or what I should or should not emphasize in my campaigns. These are aspects of the game that, in my opinion should be left to the real life people involved in the game, the DM and players. For example I run very different games for my 11 year old son and his friends than I do for my adult group. They are just different! There are very different levels of role play and plot complexity.


With that in mind it seems very reasonable to me that the forthcoming PHB should lean heavily towards the powers of the characters. This is balanced by a DMG that leans heavily toward creating encounters (both combat and non-combat), adventures, settings and worlds... This will allow those DM's that are creative the flexibility to develop original campaigns and ultimately place the role playing back in the hands of the participants rather than the rules!


I am very interested in other views on the subject. Please comment!

I also wonder how much of this could truly be attributed to the difference between late babyboomers, GenX'ers and GenY kids? I am a very early GenX'er (1968) and am really seeing dramatic differenecs between myself and the kids born post 1980 (GenY). And yes I know some of you are aproaching 30yrs old...

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Viewing 1 - 10 out of 13 Comments


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06/04/2008 11:56:32

It might be that I've just become what some people call 'hippy gamers' because I prefer stuff like Fudge, The Burning Wheel, Dogs in the Vineyard, Sorcerer. Although I don't follow The Forge and this whole narrativism versus gamism or whatever that hotly debated topic is.

I guess it more a matter of me not caring *how* your character does it- Triple damage backstab l337 stealth boot with flying expert daggers over a 12 square shotgun pattern at the level 3 guards behind the level 6 diplomat.
As to *why* your character does- Because you framed my father and I've been searching for evidence since I was a child. Frustrated by failure to find the needed evidence is why I am skulking in the shadows to stab the diplomat in the back while he takes his evening nightcap.
Both styles can be intertwined but I prefer a more free flowing system rather than what 4th edition seems to be offering on the plate.

I guess I prefer to be Hamlet rather than the '@' sign in Nethack.



06/04/2008 10:35:13

Well, the move in design towards a tactical combat game is sort of obvious in 4th edition, as is the cookie-cutter approach on characters and their emphasis of making them like positions on a football team (Blocker, Ranged Hitter, Area Hitter, Striker, etc.) rather than any real 'backstory' in design.

 

But, this started under 3.0, and so it is an expected transition. It's all about selling stuff. They want to sell the miniatures, the online service/supplements, etc.  

If you don't like it, then don't encourage it. Don't buy it, buy something that does have the elements you want, run games of it, push it and talk up your local game store ownership about it. Be willing to spend the money to support it and show them there is demand (money talks in retail, period).

 

 



06/04/2008 10:07:24
"See, that would make me CRAY-ZEE. Cookie cutter, optimized characters carrying the same opitmized weapon with the optimized skill using the opitmal spell during each encounter. That is just not my definition of fun by any stretch of the imagination."- TwoGunBob

Quoted for truth!


06/03/2008 23:00:36

I tend to agree with you.  Ultimately, I feel that an RPG should be about telling a story.  The rule-system chosen is just the template I've laid over the world I am running.  While there are plenty of systems I don't like using, I could (and have) run a game with no system implemented based merely on my stories and the players description of their characters.   However, I prefer to have a game that has a little meat.  Not so much that it takes the mechanical control of the game out of the GMs hands and places it in the players', but one that allows me to tell the story without getting bogged down in rule questions or boring repetitive mechanics. 

Doesn't mean I don't love to tinker with those dang rules.  Their just so tasty in their raw state.  

 

Your Happy Rules Lawyer and Storyteller,

Tuchok 



06/03/2008 17:27:04
The Generational difference is a big deal when it comes to this. 

When AOL was still viable as the Myspace/Facebook of it's time, I got into the whole text based RPGing online in their "RhyDin" "multi-verse" chatrooms,  More and more the generational differences manifested themselves in the players' approach to what was going on within the context of the storylines.  Without trying to be offensive, I take a phrase from George Carlin when I say there was a lot of "prick waving" going on.  It was obvious these people were raised on video and card games -- they had to be the biggest bad-ass, they had to be the main hero, the complete focus of everything that was happening.  There was little cooperative play, no respect or inclination to follow a plot that didn't involve them as the absolute star, no desire to cooperate in the storytelling, only dictate...  In time, I just walked away from it. 

But, regardless if the new D&D rules are set up to cater to this narcissism I think a good DM can exert enough influence and control over his/her plotline and world to keep the game alive in a form older games remember and enjoyed without seeming like a restrictive authoritarian. 

Following is a link to some essays about D&D and storytelling by one of the masters: Tracy Raye Hickman, (Dragonlance).  I always recommend these to anyone who DM/GM's as they are absolutely fantastic and can serve as a real inspiration/anchor when it comes to running a game:

http://www.trhickman.com/Intel/essay.html


06/03/2008 17:24:57
But as I have said that is the player and the DM not the rule set...


06/03/2008 17:22:40
See, that would make me CRAY-ZEE. Cookie cutter, optimized characters carrying the same opitmized weapon with the optimized skill using the opitmal spell during each encounter. That is just not my definition of fun by any stretch of the imagination.


06/03/2008 17:00:44

I think this is the attitute that is causing the game to head down the path of mechanics over story... http://forums.gleemax.com/showthread.php?t=1040334

The thread is opened with the pre-gen pc's are ripped apart for not be optomized and then it follows with all the ways to make your character the strongest it can be. 

Maybe the real problem is the constant communication and boards like http://forums.gleemax.com/showthread.php?t=1040334?

 



06/03/2008 16:59:32
It really seems, from reviews mind you, that all the stuff I really dislike about D&D has been taken by 4th edition and cranked to 'eleven'. Seems more like people will be doing a table top version of Final Fantasy or WoW without the computer doing all the book keeping. I mean, a good gamemaster can take Cyborg Commando and make a pleasant playing experience out of it but the average gamemaster is going to make it a dire experience cause let's face it, Cyborg Commando doth verily sucketh. I'd be hamstrung trying to run 4th edition I think as combat was always something of a last resort and dungeon crawls were never the order of the day in my games.

It just seems to be built to cater to the players that say, "Dude, could we skip the boring flavor text and just kill Orcus! I ***WANT** his wand so I can use it for a smack down on Asmodeus!"

It's all from reviews and other's opines but it really seems I am *not* the target audience for fourth edition.


06/03/2008 15:22:04

Ah, Yes 4E is very minis heavy and you bring up some very good points. The healing and combat issue is one that I had not quite thought through yet. I could see that within the demos but was only think of them as combat demos. I am currently working on building my first adventure using 4E and I will work on how to deal with the video game style healing. I still think that with a bit of work they can all be over come. I am sure the Bard issue will be dealt with soon. There are many folks out there looking to play a bard.

Thanks for the comments! Keep them coming. 




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