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2007-09-12, 06:28 AM (ISO 8601)
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The Direction of Dungeons & Dragons
Over on the 4th Edition: A Collection of Facts Thread, I accidently sparked off a debate about what is desirable in an RPG and particularly in Dungeons & Dragons. Obviously, though, that kind of debate was a bit far from the point of that Thread. So, I have started a new Thread for the subject and I will attempt to insert as much of what was said below:
<Some fairly lengthy posts, you'll have to go to the Thread to read>
Last edited by Matthew; 2007-09-12 at 07:00 AM.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-09-12, 07:42 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Any edition of D&D is just a set of rules. It's the DM's job to adapt those rules to his campaign and his group. If your game is too easy or too hard, then you need to either talk to your DM about what you'd like to play or find yourself a new group.
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2007-09-12, 07:55 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Sure, but then there's what you pay for. A lot of people want D&D to play 'out of the box'. I don't view the game that way, personally, but I would say 3e was attempting to cater to that sort of audience.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-09-12, 08:14 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
I think that it depends on how you want to play when it caters to playing 'out of the box'. If you are only interested in dungeon crawls, it is fairly easy to just get a group together and start playing.
The beauty of RPG systems is that they are a set of mechanics that can be separated from one world and put into another. The themes may be generally the same between worlds, but each one can be unique. As long as it maintains this and makes it easier to have balance within a group of PCs I feel it is a good system.
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2007-09-12, 08:19 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
See more and more I find myself being an 'out of the box' type of gamer.
I want to say, if it's in the book it's fine, I want to just pick up an adventure and run it without fear of slaughtering the party, or worse boring them with no challenge worth it's title.
I don't think 3e came within a country mile of that myself but as the eternal optomist that I am, I'll give 4e a whirl.
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2007-09-12, 08:30 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
I think Wizards needs to have a clear view of what they want to do. A few of the problems with Modern were due to conflicting levels of realism (see: shotguns). If they can get a fairly firm grip on the magic level (fighters, I'm looking at you) it should come off okay.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2007-09-12, 08:33 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
I think that style of play has a huge impact on how you perceive RPGs, but there's no denying that some RPGs are closely tied to the Settings for which they are intended. One of the problems with D&D as an 'out of the box' game is that it contains virtually no information about the setting. D&D is a game that claims to be adaptable to many settings, and it can be, but unless there is very little diversity amongst those settings, it won't look like 'out of the box' D&D.
I find that when it comes to a lot of RPGs, including 3e, I am very 'out of the box'. I don't produce material for those games, I just buy or borrow Adventures and play the game as close to 'as intended' as possible (with some obvious caveats).
On the other hand, I never use any published material for my House Ruled AD&D game and have adapted the rules to suit the setting. It is a game with an entirely different subset of enjoyment for me. I get a lot more out of it because it really is the focus of 'my hobby' and it is where most of my energy goes. It's not just me who gets more out of it, either, the players do as well. It really is 'my hobby' in a completely different way from other RPGs.Last edited by Matthew; 2007-09-12 at 08:37 AM.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-09-12, 08:39 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
In my opinion as long as an upcoming dnd's combat is streamlined, the duration of spells and effects don't end at some random time (such as they last for one encounter or one scene) and the game setting promotes roleplay, I'm good to go.
And as for dnd4 facts and rumors, wouldn't hurt to check out dnd4.comLast edited by Skibybadoowap; 2007-09-12 at 08:43 AM.
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2007-09-12, 08:46 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
I feel this may illustrate the fundemental differance between those that want to DM, and those that have DMing thrust upon them... though with the opposite emphasis to the donor phraze.
I would much rather be a player... unfortunately so would everyone else.
*chucks a log on the tracks*
So Matthew are you comming to Brum in Dec? eh? eh?
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2007-09-12, 08:58 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Familiarity with a given ruleset brings an RPG to a whole new level. When you don't have to be bogged down with detailed rules, then you can focus more on the roleplaying and story aspect of the game. Those of us who have played D&D since the late 70s and early 80s while using that white crayon to color in the numbers on our dice are VERY familiar with the old skewl rules. We haven't been given a chance to have the rules of D&D 3.5 become second nature yet.
The game I ran 20 years ago is MUCH different than the game I'm running now. But it's not just the rules though, it's me ... it's my group and the time we've got. I remember playing D&D from friday night after school until sunday afternoon. My buddies would come over and we'd game for almost 48 hours straight. We'd wake each other up when it was our turn.
Now, I've got 4-5 hours every other friday night. I want my players who leave their families, drive for 30-45 minutes to my house to feel like they've accomplished something. The number one reason why we all play the game is to watch our characters get more powerful and we do this in D&D by leveling them up. It's the single most enjoyable part of playing a character in a roleplaying game. Watching them grow into something more than what they where at character creation. All of the encounters, parleying, and decisions that got them there is a ton of fun.
The direction of D&D seems to be heading in the direction that will be right for my group. I don't have the time I had before to create something from scratch. I've got a labyrinth for friday night I'll be taking my characters though, but that's smack dab in the middle of Barrow of the Forgotten King. I've got the next two adventures waiting for them in the wings as well. So, yeah ... 20-25 years ago my game was "off the cuff", now it's "out of the box".
Dizlag
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2007-09-12, 09:01 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Yeah, you're right, except there's a big problem with that. The current incarnations of the rules pidgeon-hole D&D into a specific play style and if you don't want to play it, then you have to change how things work.
We saw it clearly with the low magic thread that was floating around. People who said that 3.x could be used for low magic all had one answer consistantly: limit it to below 6th level. Either that, or pick up Iron Heroes. The game just isn't built to support that kind of play at any point beyond a few months of play. Character ability is so tightly joined with equipment and magic that taking away some magic, or denying it's ready availability, throws everything out of whack.
That simply wasn't so with older editions. I could play high magic, low magic, proliferant magic, scarce magic, whatever and the only thing I had to do as a DM was say the words "This campaign will be low and scarce magic." No modification of rules was neccessary.
The paradigm shift that has occured is that now, with all the rules spelled out, that the rules make the game. In older editions, the rules were a foundation, a starting point, a kernal upon which the DM built the game/campaign.
The best way I can illustrate it, I think, is by taking an example of a knight. In 3.x, to be a knight, you pick up the right book, choose the knight base class, pick up a list of feats, and on and on.
In 2nd edition, if you wanted to be a knight, you found a local lord or king and say "I want to be a knight" performed some sort of service maybe, or did whatever was required in game, then got yourself knighted. It was based entirely on in game concepts rather than in rules concepts.
In 3.x, as has been often said on these boards, people can't see the point of being anything if there isn't some mechanical benefit or difference from something else. The game has become about the rules rather than being facilitated by them.It doesn't matter what game you're playing as long as you're having fun.
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2007-09-12, 09:06 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
That's an important point (although I think you meant "less flak," not "more"). I hadn't really thought of it in those terms... but it does ring true. And while I like most of the changes that took place in 3E, the game does suffer from a tendency to extend the rules way beyond the point where they should have just stopped and said, "Okay, we're getting into such specific cases that it's pointless to try to define rules systems, so from here out you're on your own."
I don't think this is likely to change much in 4E, but apparently they are at least cleaning up some of the problems 3E's rule extensions introduced.Last edited by Dausuul; 2007-09-12 at 10:22 AM.
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2007-09-12, 09:12 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Most of those points are very good. I wrote it in another thread, but it's just as appropriate here.
The 3rd edition was written with the cRPGs and fledgling MMOGs of the day (1998-2000) in mind. Older gamers had either already purchased all the supplementals they ever would for the existing systems or had moved on to other systems for whatever reason. Wizards needed a way to generate a lot of revenue off a product that they spent a lot of money to buy in a relatively short time. They chose the best way they could have, I think: make what amounts to a table-top version of the cRPGs and MMOGs that kids and even older gamers found enjoyable.
It especially targets the entry-level adolescents they require to build a solid base of new gamers, because this demographic is used to the style of cRPG gaming (which is mainly combat with a general theme or story that can only be called "interactive" with a smirk). They're used to rules that are given by authoritative fiat, which the players (including DM) have little or no input in, and expected a table-top "RPG" to reflect this expectation. Wizards delivered.
I discovered a quote from Gygax in a Gamespy article published in 2004. He said exactly what I've said in a couple of other threads: D&D isn't about cooperative play and storytelling anymore so much as it is about character power and superhero-style characters where the DM isn't the narrator and referee so much as he is an entertainer/human computer.
Sure, it's possible to play D&D as it used to be played under the 3.x rules. It's also possible to adapt Amber to the use of dice. That doesn't mean it's suited for it.
I see 4th edition, if the implied use of "talent trees" and the like is confirmed, advancing further along this MMOG/superhero/DM-as-entertainer path.
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2007-09-12, 09:16 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Matthew: A response to your post from the other thread since this is the first chance I've gotten to reply to it.
Yes, I realize that most of what we've got from 3.x is the WOTC designers' version of D&D. It's the game they have always wanted and have always played, and the fact is that the modern crop of gamers (and no offense is intended) have inhaled this as if it were gold. It's become the de facto way of playing D&D (not to mention the industrialized dumping on older editions that is not only condoned by the designers, but flat out encouraged).
My biggest problem isn't that the new version of D&D is one that millions love and play all the time and enjoy. More power to them. My problem is that it's not one that I enjoy, and there's no realistic way to make it what I enjoy.
The common rejoinder is "well then just stick with the old edition." Yeah, all fine and good, except that it's getting more and more difficult to find any D&D gamers that are willing to try anything other than 3.x. Most, when I broach the subject, look at me as if I'd grown another head and then reel off a list of back handed (or front handed often enough) insults against me and the game I play and those I game with and then demand that I change my game to meet their needs. Right now, we've got three people. Three in the middle of NJ who are willing to play an older edition. Our campaign has been going on for years because they've all grown to love it, but the original three are beginning to get discouraged, especially after the last guy we invited demanded that we convert to 3.x (no, he didn't say I'm not interested in an older game, just flat out demanded that we change to suit his needs).
The attitude and mind set has changed, much for the worse I fear.It doesn't matter what game you're playing as long as you're having fun.
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2007-09-12, 09:22 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
That's a little misleading. Adjusting the magic level affected game balance just as much in 2E; the only difference was that 2E's balance was a joke to begin with, so nobody noticed the impact. A +X sword was as powerful in 2E as in 3E--in fact, it was more so, since there were fewer ways to boost your damage output, and some monsters had flat-out immunity to damage from weapons of less than +X enchantment. Consequently, the impact of including or not including a +X sword was greater.
And I remember well the headaches I and my fellow DMs endured trying to achieve a low-magic feel in a setting where a PC wizard could cast invisibility and have it last all day. The abuses that were possible for a 2E wizard in a low-magic world...
The only reason it seems harder to adjust the magic level in 3E is that 3E has an explicit baseline and tries to balance things on that baseline (if not always very successfully), where 2E just threw numbers at a wall and hoped they landed someplace good.
I'm pretty sure there was some sort of kit somewhere in 2E for being a knight. Classic D&D had explicit rules for becoming a knight at 9th or 10th level. Regardless, the knight class is just a set of mechanics for folks who want to do knight-like stuff. You can be a knight (the class) without ever having sworn a knightly oath or given your service to a lord.
I agree that "stick with the old edition" is not really a very good solution. It's my hope that 4E will offer more flexibility in adjusting the "feel" of the game. If not, well... house-ruling is a long tradition in D&D, and I'm sure that will stay the same no matter what edition we're on.Last edited by Dausuul; 2007-09-12 at 09:37 AM.
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2007-09-12, 09:31 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
I have to wonder why you're DMing in that case. If you don't want to have to even read over an adventure to decide if your players' group will find it entertaining then why are you even bothering? No designer can know what the make up of your group is nor what they find entertaining or who is going to be unavailable for a couple of weeks because they're on holiday. How can any pre-printed adventure ever hope to do what you're asking for?
EDIT: ok, I read your post where you said you don't want to DM. That pretty well explains it!Last edited by nagora; 2007-09-12 at 09:43 AM.
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2007-09-12, 09:35 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Or you just waited till you got your stronghold at 10th level.
It's funny to hear people talk about wanting to play D&D "out of the box." I remember my first D&D game that I bought in the mid 80s. It was bright red and said "Dungeons and Dragons" in big white letters and, indeed, came "in a box" along with some dice and stuff (I still have some of those dice). I read over the basic rules and played the solo adventure that it came with by myself. Pretty dang "out of the box" to me.
D&D got more complex after that. I discovered "Advanced" and all kinds of other stuff. It required a little more reading, but still pretty much played from the get-go if you wanted it to.
3.x changed the mechanics a bit, though the core principles still applied. Apart from some mathematical shifts, on paper, D&D, AD&D, and D&D3 don't look that different to me. Your character advances based on a table. You have random charts than can tell you what happens when you do certain things, and difficulties stated which you have to roll a die to beat. None of this has changed.
It's funny that people say D&D is now being designed for computer gamers, because I recall most computer RPGs all the way back to when they first started making them use mechanics that are largely based upon D&D's mechanics, some loosely, some quite exactly. So D&D's mechanics -- and 2nd edition largely -- informed how computer RPGing should go, not the other way around.
I played 2nd ed D&D games that were awful. I played some that were good. Same for 3rd ed D&D. Not to mention Storyteller games, Tri-Stat games, GURPS, etc. etc. etc. In all of these, sometimes character advancement was slow, sometimes fast, sometimes rule-obsessive, sometimes freeform.
Beyond quibbles about preferences for a given mechanic (which are all ultimately according to one's personal tastes and aptitudes), what made the difference between a 2nd ed game I hated and a 3rd ed game I enjoyed -- or vice versa -- wasn't what was found within the rulebook.
It was the players I played with. They made the difference. They were the ones who made it creative and challenging, or dull and "by the book"; they were the ones who determined whether it was going to be "roleplay" or "roll-play."
4th Edition may or may not change many things, but not that.
I don't mind seeing people criticise what they know about 4th ed, based on a mechanic they don't like or what-have-you, but I get the sense a lot of gamers are confusing their nostalgia or great experience with a good GM in the past with the effectiveness (or lack thereof) of previous D&D rulesets. Any version of D&D you can "play out of the box" with, you can powergame and care only about your class progression on a chart, you can count up and hoard your XP voraciously like a dragon does gold.
If 4th ed "encourages" those same things, it's just par for the same course that I've been playing on for the last 20 years.
What will make it a good roleplaying experience will be ultimately up to you. No rule or lack thereof will ever help with that.And the best thing you ever done for me is to help me take my life less seriously. It's only life, after all.
- Emily Saliers, "Closer to Fine"
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2007-09-12, 09:47 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
It's true that the mechanics of early editions influenced games; that's one of the factors that drove the popularity of these computer games in the first place. That doesn't mean that the system has not come full circle now.
What will make it a good roleplaying experience will be ultimately up to you. No rule or lack thereof will ever help with that.Last edited by Journey; 2007-09-12 at 09:52 AM.
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2007-09-12, 09:56 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Or, you could go back and realize that you don't "get" a stronghold (or followers for that reason) when you make name level. It's specifically stated that you have to go out and build it, then maintain it, clear the area of monsters, put out notices that you're the new guy in town, etc. You didn't get anything. Name level was, more than anything else, another giant adventure hook that lead into a new dimension of the game.
It's also good to realize that nothing was stopping you from having a stronghold way before name level. I've played a character who became baron of a moderate feif at only 4th level (and subsequently regretted it greatly when he realized that part and parcel of his title was driving off the drider that had come to terrorize the area.
It's funny to hear people talk about wanting to play D&D "out of the box." I remember my first D&D game that I bought in the mid 80s. It was bright red and said "Dungeons and Dragons" in big white letters and, indeed, came "in a box" along with some dice and stuff (I still have some of those dice). I read over the basic rules and played the solo adventure that it came with by myself. Pretty dang "out of the box" to me.
D&D got more complex after that. I discovered "Advanced" and all kinds of other stuff. It required a little more reading, but still pretty much played from the get-go if you wanted it to.
3.x changed the mechanics a bit, though the core principles still applied. Apart from some mathematical shifts, on paper, D&D, AD&D, and D&D3 don't look that different to me. Your character advances based on a table. You have random charts than can tell you what happens when you do certain things, and difficulties stated which you have to roll a die to beat. None of this has changed.
It's funny that people say D&D is now being designed for computer gamers, because I recall most computer RPGs all the way back to when they first started making them use mechanics that are largely based upon D&D's mechanics, some loosely, some quite exactly. So D&D's mechanics -- and 2nd edition largely -- informed how computer RPGing should go, not the other way around.
I played 2nd ed D&D games that were awful. I played some that were good. Same for 3rd ed D&D. Not to mention Storyteller games, Tri-Stat games, GURPS, etc. etc. etc. In all of these, sometimes character advancement was slow, sometimes fast, sometimes rule-obsessive, sometimes freeform.
Beyond quibbles about preferences for a given mechanic (which are all ultimately according to one's personal tastes and aptitudes), what made the difference between a 2nd ed game I hated and a 3rd ed game I enjoyed -- or vice versa -- wasn't what was found within the rulebook.
It was the players I played with. They made the difference. They were the ones who made it creative and challenging, or dull and "by the book"; they were the ones who determined whether it was going to be "roleplay" or "roll-play."
4th Edition may or may not change many things, but not that.
I don't mind seeing people criticise what they know about 4th ed, based on a mechanic they don't like or what-have-you, but I get the sense a lot of gamers are confusing their nostalgia or great experience with a good GM in the past with the effectiveness (or lack thereof) of previous D&D rulesets. Any version of D&D you can "play out of the box" with, you can powergame and care only about your class progression on a chart, you can count up and hoard your XP voraciously like a dragon does gold.
If 4th ed "encourages" those same things, it's just par for the same course that I've been playing on for the last 20 years.
What will make it a good roleplaying experience will be ultimately up to you. No rule or lack thereof will ever help with that.It doesn't matter what game you're playing as long as you're having fun.
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2007-09-12, 10:08 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Heh, you may well be right about that. It's certainly something worth considering alongside the 'casual' player as a reason for desiring 'out of the box' games.
*chucks a log on the tracks*
So Matthew are you comming to Brum in Dec? eh? eh?
Hey Dausuul, I just noticed that you're attributing something Kurald said to me (though I think I agree with his sentiment). Just thought you should know.Last edited by Matthew; 2007-09-12 at 10:12 AM.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-09-12, 10:08 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
By offering a flexibility in tactics for the encounters, creatures, and players, by using gauging encounters early on to base further encounter difficulty levels on... and various other ingenious methods that I can't be bothered to think of.
Generally considered a winning strategy.
I would like to add, that I don't get nothing from the games I run, nor do my players. I prefer to play, but will DM to fill the void.
Oh, and DQ, I heartily agree.
*doffs hat*
bah excuses, excuses.
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2007-09-12, 10:09 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Wushu Open Reloaded
Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
In Sanity We Trust Productions - our podcasting site where you can hear our dulcet tones, updated almost every week.
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2007-09-12, 10:11 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
I really have to take issue with the idea that “4th edition will kill (or continue the process of killing) the spirit of D&D”. For all of you fans of AD&D, the original (Basic D&D, Expert D&D etc.) D&D players said the same thing about AD&D. They claimed that all of the extra rules were simply a straight jacket that stifled the true creative spirit of D&D.
There were a LOT of terrible rules and flaws in AD&D and there are flaws in Third Edition as well. I personally think that 3ed had less flaws than 2ed and that 3.5ed was an improvement over 3ed but I do not believe any of them “Violated the Spirit of TRUE D&D”. There have always been Min-Maxers D&D, there are have always been bad RPers and there always will be.
The spirit of the game comes down to how the game is played. This means that a larger and larger percentage of players will not be playing D&D like we did back in the 80’s (I missed the 70’s ) because a larger and larger percentage of players will not be influenced by the things we were influenced by when we were younger but this is not really a reflection of the rules, it is more a reflection of our current culture.
I am looking for a system that will move smoothly enough to allow RP and will lend itself more easily to all of the players being able to make regular contributions. What I have heard about 4ed makes me somewhat hopeful about this. The radical rule changes make me a bit nervous but I am hoping they will contribute to a better system. Nothing I have heard so far worries me though… well except for their online stuff. That system sounds like an absolute wreck of a hunk of junk. Luckily my friends and I have Gametable which should work just fine for 4ed.SpoilerThanks to Sneak for the slick Bugbear avatar!
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2007-09-12, 10:18 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
So then what is your feeling on statements that there will be less skills in 4E that "should have been in the background to begin with"? If you want to be a cook, do you feel that you should just say you're a cook, or do you feel that it should be reflected with numbers on your sheet?
The reason this RPG and many others focus so much on combat is because it is the only thing that really has to be calculated in the interest of fairness. The reason that Mario is not an RPG is because there is no real advancement for Mario. He advances the plot, but his character does not grow throughout the game.
As far as Everquest goes, there are roleplaying servers meant for others to do just that. That is true of most MMORPGs, though admittedly that does not generally take place.
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2007-09-12, 10:23 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Last edited by Dausuul; 2007-09-12 at 10:25 AM.
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2007-09-12, 10:26 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
Last edited by Thinker; 2007-09-12 at 10:35 AM.
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2007-09-12, 10:28 AM (ISO 8601)
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Re: The Direction of Dungeons & Dragons
QFT and to say that this is what I meant to say in that long rambling post above.
Truwar: I never said that 3.x "killed D&D" or anything like that. I merely said that there were a LOT of assumptions built into how the game works that can't be taken out and that those assumptions on style of play make the game un-fun for me.It doesn't matter what game you're playing as long as you're having fun.
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2007-09-12, 10:30 AM (ISO 8601)
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- Kanagawa, Japan
- Gender
Re: The Direction of Dungeons & Dragons
I can definitely appreciate this point of view, but it doesn't strike a chord with me. Levelling up has never been the focus of the game for me.
Yeah, I know, though I wonder how far it is what the designers wanted and how far it was a product that was built to sell.
My biggest problem isn't that the new version of D&D is one that millions love and play all the time and enjoy. More power to them. My problem is that it's not one that I enjoy, and there's no realistic way to make it what I enjoy.
The common rejoinder is "well then just stick with the old edition." Yeah, all fine and good, except that it's getting more and more difficult to find any D&D gamers that are willing to try anything other than 3.x. Most, when I broach the subject, look at me as if I'd grown another head and then reel off a list of back handed (or front handed often enough) insults against me and the game I play and those I game with and then demand that I change my game to meet their needs. Right now, we've got three people. Three in the middle of NJ who are willing to play an older edition. Our campaign has been going on for years because they've all grown to love it, but the original three are beginning to get discouraged, especially after the last guy we invited demanded that we convert to 3.x (no, he didn't say I'm not interested in an older game, just flat out demanded that we change to suit his needs).
The attitude and mind set has changed, much for the worse I fear.
The last full on AD&D campaign I ran was with guys I didn't know at all (with the exception of my girlfriend). I basically recruited them from the University Games Club in order to make new friends. None of them seemed to care at all about the edition we played; some of them had played before, some of them hadn't. They turned out to be a great bunch of guys and I think that was the most important element.
I think its less to do with the mindset and more to do with the people. I think the guy who wanted you to change systems was probably just a jerk. Even if he had been happy to play an earlier edition, he probably would have been a jerk. It's a sad truth of D&D and gamer culture that we have our fair share (perhaps more than out fair share) of socially inept idiots.
Heh, maybe, but that's all I can offer in place of 'no' or 'yes'.Last edited by Matthew; 2007-09-12 at 10:36 AM.
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2007-09-12, 10:37 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Albany, NY
- Gender
Re: The Direction of Dungeons & Dragons
QFT. The system is only a background for the gameplay. It always has been and is true with pretty much any game you are playing be it D&D, Risk or Chess (Kasparov doesn't like playing computers because there isn't a person on the other side of the table for example).
Personally, I like the 3.x system better than the older editions. The reason I disliked the 2ed rules was that they seemed counter intuitive and overly complex to me when, around 11 years old, I looked at them and wanted a game less dependant upon number crunching and rolling on tables. Looking back at some of the 2ed books I now own (which I peruse for stuff I might bring into my 3.5 games) I find that still to be the case. I tend to have a 'burn the fluff in the book' mentality when I DM and I found that was actually easier to do in 3.5 without upsetting the game balance.
I think it is very interesting that many of the serious 2.x players have the exact same problem with 3.x that I did with 2ed. Perhaps it says more about what kind of game we are used to playing, and who with, than a whole lot about the system.
Ok, well, I will look at someone funny if they ask me to play a 2ed game. I will probably also make a comment about how much I loathe THAC0. But insluting the person who plays the game, their group and telling them to change to suit your needs is totally unacceptable behavior. That guy is a jerk. Be happy he won't game with you.
Perhaps, perhaps not. I, and most of my friends who game, don't hang about in gaming stores. I think the vast majority of people who D&D is aimed at these days are the kind of player who does. When I buy gaming books it's online or at Barnes and Noble unless I'm looking for something really specific, need it right away, and must go down to a gaming store to get my hands on it. Mind you, there are two pretty sizeable gaming places within 15 blocks of my office.
I'm not sure if that says something about the mindset of the 'new gamer.' I don't really think that there is one mindset that covers us all. In fact, I'm sure there isn't, probably never has been, and that fact has nothing to do with the system being played and everything to do with the type of person you meet who is playing it.
I simply cannot understand why people think that the rules of the D&D system are equivalent to that of a MMORPG or Supermario brothers. The ruleset for 3.5 is pretty much completley customizable, and frequently is houseruled and homebrewed. You cannot do that with an MMORPG or video game. Much of the issues I see people raising with the 3.x system are the results of DM's deciding to run a game a particular way and allow some things, which the DMG specifically says are options and not requirements (like the leadership feat, PRC's and having access to magic items and spells everywhichwayfromsunday). I personally will not blame the system for the DM.
Regarding where 4.0 is headed... I honestly don't know enough to say. I like the incorporation of ToB style stuff into the system. I like powering down, or slowing down the power of, arcane spell casters in exchange for warlockish abilities. For the rest, I really don't know yet and frankly don't expect to know until a good year after the system comes out.Last edited by AKA_Bait; 2007-09-12 at 10:41 AM.
[CENTER]So You Wanna Be A DM? A Potentially Helpful Guide
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2007-09-12, 10:42 AM (ISO 8601)
- Join Date
- Jan 2007
Re: The Direction of Dungeons & Dragons
I dunno about that. Sure, the rules don't neccessarily affect how the game is played.
But it can affect how the game _can_ be played. Or how easy or difficult the game is to play a certain way.
In that, I think 3.x became better, as it became more modular and thus versatile.
But I'm sure there are downsides, as well, that I just can't think of offhand.