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Switch to Forum Live View It's the story, stupid. ;)
1 year ago  ::  Mar 16, 2012 - 3:49PM #51
greatfrito
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Date Joined: Jun 27, 2004
Posts: 8,283

But... that's completely not my point.
Which makes it... just confusing.
Here, analogy thrown out the window now (like we should do with all fluff, amirite?):

People are able to do creative things, and change the rules.
That is, until they're provided with clear (or detailed) rules.
At that point, some people lose the ability (or willingness) to change the rules.
The reason for this seems to be... that the rules are clear (or detailed).

I was saying nothing about people's preference for games, or about any particular edition, or anything like that.


Just about rules, and folks' (in)ability to change them, and their (lack of) reasons for feeling that they can't anymore.

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(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

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1 year ago  ::  Mar 16, 2012 - 3:54PM #52
Jharii
Date Joined: May 3, 2008
Posts: 6,136
Your analogy was perfectly appropriate, understandable, and unbiased.  Haters gonna hate.
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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1 year ago  ::  Mar 16, 2012 - 3:57PM #53
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,283

Mar 16, 2012 -- 3:54PM, Jharii wrote:

Your analogy was perfectly appropriate, understandable, and unbiased.  Haters gonna hate.


Misunderstanders gonna misunderstand?

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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.

No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

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1 year ago  ::  Mar 16, 2012 - 4:00PM #54
Jharii
Date Joined: May 3, 2008
Posts: 6,136

Mar 16, 2012 -- 3:57PM, greatfrito wrote:

Mar 16, 2012 -- 3:54PM, Jharii wrote:

Your analogy was perfectly appropriate, understandable, and unbiased.  Haters gonna hate.


Misunderstanders gonna misunderstand?


That works, too. 

Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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1 year ago  ::  Mar 16, 2012 - 4:03PM #55
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882

Mar 16, 2012 -- 3:57PM, greatfrito wrote:

Mar 16, 2012 -- 3:54PM, Jharii wrote:

Your analogy was perfectly appropriate, understandable, and unbiased.  Haters gonna hate.


Misunderstanders gonna misunderstand?




I don't understand... 

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1 year ago  ::  Mar 16, 2012 - 4:32PM #56
The_Othe_GM
Date Joined: Nov 13, 2011
Posts: 305
what i mean is that there's only so much change you can do before you should re-evaluate what you're doing.

4th ed does the style of fantasy i want much closer and is generally less of a hassle to change things or add things. if i'm running fantasy, it's 4th ed or nothing. does my modified 4th ed still look like 4th ed? very much so, but i'm running a few of my own tweaks and mods to make it look and act a bit different, some of it minor (inherent bonuses) some of it larger in scope (dropped alignments altogether & replaced with something akin to Fate's points). and a large part of it is cosmetic like the origins for some races or how i scratched out the name "goliath" and named it "half-giant" a la dark sun.

it's still basically the same 4th ed i fell in love with.

it's also why i don't even touch 3rd ed anymore: to make it something i would consider GMing (or even playing) would require an effort i simply don't have the energy to put in. 

on the flipside if you're looking for a game that's "gritty" (where by gritty i mean "you will die in one hit or via septic poisoning, whichever comes first") 4th ed simply won't be your cup of tea without heavy reworking. 

i'm fine with the knowledge that you simply can't refluff everything to be everything, and no game can be everything to everyone (besides GURPS, but that usually requires a lot of work to run and wrangle). refluffing a magic missle fired from your wand to a magic bullet shot from your gun/wand in any edition is one thing since the basics are the same, you just change the cosmetics. changing or removing alignment & it's interactions in pre 4th is a whole other kettle of fish.

there's a line i draw to how much i need to rework things though. if i have to play amateur game designer to make it playable, i want little to do with it. it might have a few things i'll want to steal for my home games, but overall? not really interested.
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1 year ago  ::  Mar 16, 2012 - 4:37PM #57
Jharii
Date Joined: May 3, 2008
Posts: 6,136
He's not saying you have to change anything.  In other words, there's nothing wrong with Tim.
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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1 year ago  ::  Mar 16, 2012 - 4:48PM #58
Vokarius
Date Joined: Feb 2, 2012
Posts: 369
Also Legos are cool.
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1 year ago  ::  Mar 16, 2012 - 4:48PM #59
ReaperTatt
Date Joined: Mar 7, 2012
Posts: 279
Analogies are all fine and dandy...but here is how it plays out at the table.

DM: You approach the city gate, there is a mean looking guard standing outside the city walls. "Halt!" the guard states as you approach, "No non-citizens are permitted entry this day. Present the proper papers or be off with ya!"

Player: "I try to intimidate the guard to let us pass"


DM: "OK, roll an intimidate check" (Player rolls, scores a modified 23)...checks DC...."OK, you manage to intimidate the guard and he lets you past"

later in the day.......

DM: "You are savaged by a band of orcs! Roll inititative!" (Players roll inititative...score better than the DM)

Player: "I use 'Snake's Retreat'!
(players and DM look at player blankly)
"Dex vs. AC, hit does 6(W) damage and I can shift 1 square as an interrupt!, Monster can save to end the effect"
DM: "OK....roll for
damage"
(players and DM spend next 5 minutes determining slide effects on the miniatures board)


The playgroup at the other table meanwhile:

DM: You approach the city gate, there is a mean looking guard standing outside the city walls. "Halt!" the guard states as you approach, "No non-citizens are permitted entry this day. Present the proper papers or be off with ya!"

Player: "I try to intimidate him...what do I roll?"

DM: (stares at player blankly) "Present your papers! Don't stand there and waste my time!"

Player: "I...uh..Do you realize who I am? I am the leader of the dawn company who saved this very town from the marauding orc hordes! You will either let me past or I will let the high Theocrat know just how inhospitable his city guards are!"

DM rolls behind the screen: "the guard looks visibly taken aback, and permits you through without further delay"

Later that day.....

DM: " you are suddenly savaged by a marauding band of orcs! What do you do?

Player: "I use Snake's retreat!"
DM and Players (stare at player blankly)
Player: "I mean, I am going to keep low in the shadows and try to sneak around the lead orc before they get the drop on us, I am going to try plant a dagger between the shoulder blades"
DM: Roll initiative......

Many 'mechanical' effects of older editions were dice the DM rolled to adjuticate the probability of a player's stated action succeeding. The player was forced to role play a scenario, and the DM would decide how the scenrio unfolded, many times with the help of the dice (to keep it objective)
It is entirely possible to roll-play through a modern session of 4e by invoking skills, powers, etc, rolling against DC, and "winning" or "losing" based upon the result. The player can simply say, I try using X and roll a dice to see if it succeeds.
The more of the narrative that is broken down into mechanics takes the game further away from role playing and pushes it more towards an objective board game with story elements.

So much of the modern game revovles around how to resolve the effect on the miniatures board. There isn't the need to imagine because the pieces are moving around in a very tactical way. Status effects, move effects and the like are all painstakingly calculated. Narrative, if there is any, is soon relegated to sighs and eye rolling as players are waiting to take their turn moving the pieces on the board.

A lot of players talk about how free it is to have millions of mechanical powers without any in-narrative descriptions about how they work because then the player can create their own narrative. It sounds nice in a web forum, but it never plays out that way. It is too much to try and juggle multitudes of movement/status/dice rolling while at the same time devoting a good amount of time to fleshing out each power narratively each time it goes off. I've been playing 4e for almost 4 years now and have yet to see a single person role-play an interrupt effect of a power...it all comes back down to the mechanical game board.

That type of game can be fun some times....but it is not true to D&D's roots where narrative came first.
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1 year ago  ::  Mar 16, 2012 - 4:51PM #60
Jharii
Date Joined: May 3, 2008
Posts: 6,136
That's not how it plays at all at my table.  But we already know you're biased against 4E, so of course your example would be presented as such.

Try this...

Have the player place the power card out in front of them, and then the player narrates his action (it does not have even be verbatim of the power, so yes, the player CAN ad lib), and he and DM can interact just like you did in previous editions...  right up until it is time to roll...  then roll...  then role play the results.

Easy peasy.

As for your intimidate...  The player should be role playing out the intimidation.  "I use intimidate" is bad role playing in ANY version.

Player: Markus flexes his muscles in front of the guard, causing his armor to creak loudly under the strain.  "I think you should strongly consider granting us entry... little man."
DM: The guard eyes Markus up and down, pondering his options.  (The DM decides the player wasn't convincing enough.)  Make an intimidate check.

Role play the results.

Easy peasy.
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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