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4 years ago ::
May 22, 2009 - 5:30AM
#41
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Date Joined:
Aug 18, 2006
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I know how Elves fit in to MY world. As a world-builder, I don't need anything but the rules defined. QFT
The problem I have with the original argument, at least in the way it's often used as a stick to beat 4th edition with, is that it assumes there's one right way to play D&D. Elves are the way the books describe them and that's how they're supposed to be, and if the world you're using makes them different there's something deviant about it. Which of course leads to statements such as "Dark Sun is not D&D" or "Spelljammer is not D&D". And I'll note that Pax Veritas when challenged on this isn't actually willing to declare it outright.
The other argument often used, that proper D&D uses Gygaxian Naturalism to simulate a real world, also falls down. There is no fundamental reason why the same techniques that people used to make the world more "realistic" in earlier editions can't be used now. If you want rules for things which aren't (yet) covered, and without them can't play an RPG, then I suggest looking at the 1st edition AD&D PHB and working out how we managed to back in the day. Not that D&D is a system that people serious about simulationist play are likely to use.
These, in the day when heaven was falling, The hour when earth's foundations fled, Followed their mercenary calling, And took their wages, and are dead.
Playing: Mongoose Traveller GMing: Barbarians of Lemuria Planning: Reclaiming Neverwinter, a 4e D&D campaign
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4 years ago ::
May 22, 2009 - 6:39AM
#42
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Date Joined:
Aug 29, 2007
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So, maybe because that's due to the fact that a bunch of armed and powerful people entering a stronghold of other creatures uninvited and with intent to kick serious [insert word of choice] are in fact...intruders in a world not meant for them? It was this fact that lead to that philosophy. Hold your fire, mate, I reckons ye got thar a wee bit wrong!
Building the story around the PCs does not mean the actual dungeoncrawl. Kaliban7 was refering to the fact that with every NPC being created by the same rules as the PCs, thus usually being a heroic character of some repute, it made little sense for the PCs to actually exist because there was already someone better equipped and, thus, predisposed to handle the problem - meaning the adventure/dungeoncrawl/conflict.
Personally, I thought that heavy reliance of official fluff was quite a pain in the **** because it really made the actions of PCs feel insignificant regarding the world around them, as any big NPC/company/guild could do better. Now, the story is centered on the PCs and not on those things mighty hero X of Y is too busy to bother about.
The idea that they PCs will enter a lair designed to be assaulted by enemies just doesn't make sense. That's why it wasn't intended that way in the old games. Oh, common, as if that has ever been the case. In 4E, there 's no neonsign flashing "Secret Entrance Here!", the lairs I 've encountered as a DM and as a player in official adventures weren't that easy to break into, or at least not easier than their equivalent locations of earlier editions. No change there, in fact! This statement of yours just prooves that your perception of Kaliban7's statement is somewhat flawed, because an easy-to-access enemy base would actually diminish the heroes' aka PCs' accomplishments whereas a hard-to-break-into stronghold or lair actually helps to aggrandize the story of the PCs. It is still centered around and they "might" succeed where others failed.
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My stance on "Gygaxian" Naturalism:
Actually, a heavy reliance on fluff can have the downside to promote metagaming tendencies, in this case, meaning players who are familiar with a monsters' surroundings. Thus, they will expect the DM not to place creature X in place Y, despite whatever the DM had in mind for it. DMs would be indeed constrained to some extent to accomodate for those monsters' official habits and habitats or find the story they had in mind shot to pieces because some players know better.
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4 years ago ::
May 22, 2009 - 6:46AM
#43
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Date Joined:
Mar 17, 2001
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"Official" fluff is a crutch for the uncreative. Patently offensive. Sure, some folks aren't as creative as others, but are otherwise good DMs. As welll, some people don't have the time to develop that sort of stuff.
It's not a crutch - for some it's a very necessary tool. For others, it's completely unnecessary. To paint everyone who uses it as uncreative is an insult.
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4 years ago ::
May 22, 2009 - 7:25AM
#44
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Date Joined:
Mar 12, 2008
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Hey guys,
I am normally reserved in discussions like this but suddenly feel the need to take a side.
YES, you can play an RPG (D&D) wrong. Wrong in the context of what the original designers intent was...to use your imagination and portay yourself with or against differing SOCIETIES. Immersion, immersion, immersion.
Gygaxian Naturalism, to me at least, represented a living breathing world. True cause and effects that the players experimented with, and the DM refereed or described. Todays games are sorely lacking it. The newer players nowadays don't care to ask or know "Why?". And why is that? Because they had/have POOR examples...either by player or system.
The manner in which RPGA clubs are run are going to be hugely responsible for even MORE poorly influenced players. Theres about as much emersion at one of those sessions as a game of Monopoly. Theres no time to ask why. The goal is to get through as many encounters as possible before time expires. Is this the wrong way to play an RPG? To me yes. Is it the wrong way to play the current installment of D&D? It might be what the designers of D&D 4.0 were going for, so in that regard you will be playing it RIGHT.
I like how D&D 4.0 introduced group synergy. Immersion is somewhat of an issue during encounters. At first I am very descriptive and verbally play out player and enemy attacks. Eventually tedium settles in and it becomes a boardgame. So encounters tend to be lengthy.
In ending, D&D 4.0 can be played two ways. It can be played as an RPG or a Tabletop Wargame with battles linked together by fluff. It seems to me that WotC has modeled D&D 4.0 for a competition enviornment. And thats fine. Just don't accuse the ruleset of taking away roleplaying and immersion, thats nonsense. The players and DM are resposible for that. The real question is whether they know how or not and/or if they even care to.
Game well.
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4 years ago ::
May 22, 2009 - 7:27AM
#45
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Patently offensive. Sure, some folks aren't as creative as others, but are otherwise good DMs. As welll, some people don't have the time to develop that sort of stuff.
It's not a crutch - for some it's a very necessary tool. For others, it's completely unnecessary. To paint everyone who uses it as uncreative is an insult. As well as just plain wrong.
"Is it just me or does HATED look like an evil mastermind?"- Pigknight
A military solution isn't the only answer, just one of the better ones.
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4 years ago ::
May 22, 2009 - 7:56AM
#46
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Date Joined:
Jul 30, 2001
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Thinking on it a bit further, Pax Veritas' post can be handily summed up thusly: "I prefer 3e's fluff to 4e's fluff."
That's their opinion and they're entitled to it, but to attempt to pass it off as anything more than that is uncalled for. /thread
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4 years ago ::
May 22, 2009 - 8:02AM
#47
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Date Joined:
Jul 17, 2003
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That's one reason why AD&D has stats for so many kinds of "ordinary" animals: you can't build a "real" world without stats for sheep and cows and horses and such, because you never know when the PCs might need to kill one. Is the sheep or cow or chicken going to actually pose any sort of threat to a guy in platemail with a greatsword and a longbow? or to a wizard that can skewer it with mind-bolts from a hundred paces? If not... then it doesn't need stats because the creature's role in the story is fluff.
Now your mount on the other hand? THAT needs stats because there will be instances where it is involved in a fight with you and whether or not your mount lives or dies could have a significant impact on a story. Low and behold they have rules for horses. They likewise have stats for predators like wolves who might attack your camp and scavengers like rat swarms you might find in a dungeon. In other words, creatures that may actually pose a challenge to the PC's in some fashion.
How would you know how to use elves in your game without any background info at all except for a stat block? Well, if all the MM provided for elves was a statblock you might have a point. Instead the 4E MM says the following; "Slender and agile, elves revere nature and roam the wilderness, hunting creatures that threaten their lands. Although they trace their origins to the Feywild, most elves consider the natural world their home."
You can also go look up the entry on them in the PHB to get a better picture of where they fit into the world.
Or, you and/or the other players and/or the DM could come up with a unique concept for them (in one of the more interesting campaigns I played in the Lizardmen (this was 2E so they were still 'men' not 'folk') were natives of the desert regions that lay to the east of main human lands of the campaign. They had brownish-tan scales and were built more like velociraptors than lizards. Likewise, instead of losing AC when they dried out, they lost AC if they got wet (their armored scales softened when they got moist) and they couldn't swim to save their lives.
That idea started just because a player wanted a lizardman PC who wasn't from a swamp and it quickly expanded via the DM into an entire culture of semi-Arabic nomadic merchants known for both their fierceness and honor (scimitars became the weapon of choice and they favored flowing robes for clothing and camels and horses were replaced with a species of giant riding lizards) that the party had to deal with a number of times over the course of the campaign.
...or we could have said, "No, the MM says that lizardmen come from swamps and are basically barbarians. Sorry."
On the other hand, the "4e has no fluff" argument is dumb, since there is an official world, and there are descriptions in the monster blocks. They are much, much shorter than the AD&D ones, but I don't really think they're that much shorter than 3e or 3.5... Actually, as 3rd edition progressed, monster descriptions started to get "thinner". In point of fact the 3.X era MM really doesn't say that much more at all. Most entries have 1-3 paragraphs of actual fluff. The first is the basic 1-2 sentence summary and another will invariably be the physical description, a third, if any, will into detail about where they make their lair.
Everything else in the MM entry is stats and descriptions of their abilities. The biggest difference between 3E and 4E seems to be that 4E incorporates any special attacks/abilities directly into the stat block rather than simply listing them in the block and then explaining how it actually works in the body of the monster description.
The other major difference is that instead of simply spelling the information out like an encyclopedia entry, the 4E MM broke the knowledge up into a series of knowledge checks where higher DC's grant additional relevant knowledge about the monster. When you actually compare the amount of fluff in the 4E MM it's actually fairly comparable to that of 3E.
Dungeons, regions, whole campaigns were populated without thinking about how the players/PCs can do anything there. PCs were "intruders" in a world not meant for them, and they had to find a way to survive. My biggest pet peeve of previous editions in this regard were the elemental planes. By the time you have sufficient magic to be able to survive a trip there (3d10 fire damage or a negative level per round?) the natives of that plane weren't even strong enough to pose a challenge to you (Efreet were CR 8 for example).
Frankly, the revamped cosmology is one of the best decisions they could have possibly made. Even low-level PC's can survive journeys into the Feywild or Shadowfell, possibly even a sojourn into the elemental chaos or astral sea. All the cosmology and monsters are only useful if the PC's can actually encounter it and that's one of the things that 4E has definitely made an effort to improve upon... making the environment an easier place to tell stories.
Building the story around the PCs does not mean the actual dungeoncrawl. Kaliban7 was refering to the fact that with every NPC being created by the same rules as the PCs, thus usually being a heroic character of some repute, it made little sense for the PCs to actually exist because there was already someone better equipped and, thus, predisposed to handle the problem - meaning the adventure/dungeoncrawl/conflict. Raise your hands if you've ever had a DM's who used an "NPC" (I put this in quotes because 9 times out of 10 it's actually one of the DM's old PC's) who basic Gary Stu's his way through an "adventure" while your PC's sit around picking their noses because they can't do anything as well as the Gary Stu.
In a campaign setting sense I give you... Elminster, the Simbul, Blackstaff, the Seven Sisters, et cetera. World-shakers who could (and SHOULD) handle any major world-shaking event to hit your FR campaign.
And look at who is all gone or their powers destroyed or what-have-you in the 4E setting. Who can stand against the forces of darkness when even Elminster has been broken? Why, the PC's of course... which is as it SHOULD be.
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4 years ago ::
May 22, 2009 - 8:06AM
#48
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Date Joined:
Jan 16, 2003
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I know how Elves fit in to MY world. As a world-builder, I don't need anything but the rules defined. This right here.
And you know what's a serious pain? Un-teaching old players the ingrained fluff from before. Just telling them rarely works, especially for the Always Chaotic Evil bs a lot of races got saddled with.
God knows how many times I've had to reset a session because a 'veteran' forgot that the trolls they were sent to negotiate a mercenary contract with weren't marked 'kill on site'.
To clarify, he wasn't roleplaying someone that hates trolls, he *had* been told that these were trolls the party was being sent negotiate with; he just heard me say 'you see two trolls in leather armor' when they came around the mountain path and old instinct took over in the form of 'I charge'.
Then his friend did the same to a goblin mechanic another player had sought out. in the middle of a city.
It wasn't even a 'playing like a jerk' thing. They both sheepishly apologized after being asked 'what the hell are you doing'?
Sig to be rebuilt soonThe Descendants-- the webserial that reads like a comic book! World of Ere-- A campaign setting that puts style to the fore.
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4 years ago ::
May 22, 2009 - 8:11AM
#49
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Date Joined:
Apr 12, 2009
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This right here.
And you know what's a serious pain? Un-teaching old players the ingrained fluff from before. Just telling them rarely works, especially for the Always Chaotic Evil bs a lot of races got saddled with.
God knows how many times I've had to reset a session because a 'veteran' forgot that the trolls they were sent to negotiate a mercenary contract with weren't marked 'kill on site'.
To clarify, he wasn't roleplaying someone that hates trolls, he *had* been told that these were trolls the party was being sent negotiate with; he just heard me say 'you see two trolls in leather armor' when they came around the mountain path and old instinct took over in the form of 'I charge'.
Then his friend did the same to a goblin mechanic another player had sought out. in the middle of a city.
It wasn't even a 'playing like a jerk' thing. They both sheepishly apologized after being asked 'what the hell are you doing'? That's a problem with the players though. I've run games with old players that did away with old alignment expectations and had orcs and elves living together. None of them had any issues taking to it, even the one who played an in-game orcophobe. And they were all familiar with the old fluff.
To clarify: I don't have a dog in this silly 3E vs 4E fight. I'm just not a fan of hardline "official fluff = BAD" stances being put for as the One True Way, just as I would frown on "fluff as written is sacrosanct, ALWAYS".
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4 years ago ::
May 22, 2009 - 8:21AM
#50
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Date Joined:
Aug 10, 2009
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But it gives you the background info to use the monsters in your game. How would you know how to use elves in your game without any background info at all except for a stat block? And that right there is why I hate v3.5 for fluff. Not too fond of the overly-complex combat mechanics either... but the fluff being so OVERDONE is what turns me off.
It took an entire generation of D&D players and turned them into un-imaginative idiots. People try and say that 4e is the MMO version of D&D, but at least people use their imaginations in it. My brand new, never played any RPG before, 49 year old guy playing the Dwarf Fighter uses his imagination more than v3.5 players. He asks if he can do something, not looks for the rule on it! The v.35 players tend to really treat the game like a video game on paper. If it's not in the rules, they assume you can't even try it.
"Where is the rule for press X to make my saving throw?"
And I'm sorry, he's dead and all, and he helped start this very hobby, and was probably a cool guy outside of the game, but in game Gygax was a damn jerk, just trying to kill PCs rather than have fun and tell a heroic story.
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