Possibly Useful 4E Blogging
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I don’t have much to add to the 4E DS development, but I thought I would point the way to a blog with some very smart and regular thoughts and examinations of 4E: Rob Donoghue has been posting a lot of good stuff about how 4E works, how it is supposed to work and so forth. His most recent post is about the wizard class, and it’s good stuff. Might come in helpful to those designing for 4E DS. |
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In addition to Rob’s journal, you might also want to check out the journal of Keith Senkowski, as he has been posting some relevant and thoughtful 4E design considerations lately. |
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Interesetingly, it appears that Rob doesn’t live that far from me … |
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Squaremans has an interesting post on the feel of 4E and 4E adventures, and the differences between it and previous editions in that regard, that might be worth looking into if Athas.org has plans to develop any 4E modules in the future. Plus it’s just an interesting read. |
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Thanks for that link grey … very interesting reading. Helps clarify some of the things that have been muddling ‘round in my head. |
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The guy offers an entertaining read, thanks for sharing the find Rev. |
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The most important thing in Role Playing is to remember that the players and the GM work together to create a fun and interesting game. Some groups really have a lot of fun with the dungeon crawl and the challenge of life and death, a sort of virtual gambling that pits skill and imagination against the fate of the dice. There are also a great many other (and in some opinions) better ways to play games. The part of this rant that is relevant to 4E is that the system of a game is REQUIRED for a dungeon crawl in such a way that the quality of the system is directly related to the quality of the hack and slash game. The other aspects of Role Playing Games are often much less attached to the details of the system, up to and including the almost strictly RP social interaction type games many of which don’t even try to use the system mechanics for anything other than character inspiration and a general guideline to character capability and stylistic options. |
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Glad you guys found it useful! And, yeah, Penn, I pointed it out because I thought: Athas isn’t a setting much given to dungeon-crawls, but to brutal survivalist scenarios and painful heroism, so can we (athas.org) make those adventures? |
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There are a few games that come to mind with systems intentionally designed to be unable to create a result consistent with the flavor text of the setting, the story as described in the books, or with logic at all. The worst of them is the Old World of Darkness system that was designed to be so unwieldy that the players were better off simply using RP to solve most problems, talking to the NPCs rather than shooting them, creating interestingly convoluted situations where systems didn’t need to be involved to know if the guy who pulls the ‘quick release’ out from under the refrigerator hanging from the rafters was going to get hit by it. |
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Thanks for the clarifications! No argument here. (Though my definition of “role-play” is different, because I’m not into character immersion, the one above is one of the more common definitions of the activity.) |
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My feeling of 4th edition are not based on Character Development or the like.. its in the monsters and NPC’s (I’m not an expert as of yet) but I find it really hard to adopt monsters to different levels of play. which frustrates me and makes me feel like the game is based around combat. then again I hate the way “Skill challenges” are handled in all of the games so far that I have played 12 successes is near impossible and people just run out of ideas and it ends up people saying “I try history” which makes every role player cringe. ohh and a skill challenge for picking a lock or disarming a trap in combat now that is annoying as the rogue (or skilled character) is then taken out of the combat for way too long. |
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That is quite the opposite of my opinion on skill challenges, I will grant that D&D is a touch of a combat focused setting (particularly Dark Sun) and that 4E is a VERY combat focused system, but the last few skill challenges I can remember the party getting into were so easily solved that I think 12 successes is a very moderate plan, and under no circumstances would I presume that the Imagination of the players is the limiting factor, that is usually the part that goes overboard and gets them into trouble. |
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I like that way of making Monsters Hendell you have inspired me for all of my 4th edition games now….. |