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1 year ago  ::  Jan 11, 2012 - 1:45PM #11
mauss
Date Joined: Aug 27, 2009
Posts: 136

Jan 11, 2012 -- 5:35AM, jfigura wrote:


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Original Red Box vs. 4e Red Box - Why does it matter to DnD Next? 
 
Let's be frank. Yes, I currently play with 4e rules. But I'm not a rules lawyer type of DM. I come from the era where you HAD to use your imagination in order to make the game what it once was. A fantasy filled story world that you and your friends participated in. As an example, here is an excerpt of the forward written by Frank Mentzer in February of 1983.


This is a game that is fun. It helps you imagine.

“As you whirl around, your sword ready, the huge, red, fire-breathing dragon swoops toward you with a ROAR!”

See? Your imagination woke up already. Now imagine: This game may be more fun than any other game you have ever played!

That was a hell of a good way to introduce someone immediately to what D&D WAS back then. FUN! Sure, there was back then, and always will continue to be, folks who have a passion for the previous rule set, character class, mechanics, etc. BUT, back then, just about anyone who played D&D and had a real passion for it, would slip into whatever version, of whoever's game, was being played. Things were simple enough back then that you just didn't have to worry so much about "rules", or "mechanics".

The hard truth is that so many DM's house ruled so many things, or made up their own worlds, that many times the true rule set was just a minor mimickery of the published material. And, published material wasn't as easy to come by as it is now. People just didn't have the same amount of disposable income as there seems to be in this era.

Keeping that in mind, I now give you the opening excerpt to the Player's Book from the 4e Red Box.

This book--along with the other content of this box--is your introduction to the Dungeons and Dragons Fantasy Role Playing Game.

The Dunegons and Dragons game is the original pen and paper roleplaying game, the inspiration for generations of other gamers of other gamers both on the tabletop and on computers and game consoles. If you've ever played Neverwinter Nights, Final Fantasy, The Legend of Zelda, World of Warcraft, Dragon Age, or games like those, you already have some idea of what the Dungeons and Dragons game is about. With this book, you're about to experience the game in its latest and greatest incarnations.

Do you see the difference? Where's the fun? Comparing D&D to a hoard of video games, is I guess ok if you are just trying to relay the basics of the "mechanics", but that is defenitely not what D&D is "about".



Brilliant. This sums up the biggest issue I have with 4e. And it's pretty much the germination point for other things I think are wrong with 4e and the way it was handled.
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1 year ago  ::  Jan 11, 2012 - 5:13PM #12
jfigura
Date Joined: Dec 24, 2010
Posts: 39
I don't think it is 4e itself, or necessarily, even the designers. Design is usually the vision of the leadership, or manipulated by it. The language used in the end, that really falls squarely on the shoulders of the marketing team or producer. 

No, I don't have any insider knowledge of how WoTC runs their products from conception to finish. My statements may be entirely false, but, after having a solid run in corporate land for awhile, it is what I would imagine has taken place.

That said, whoever there is managing, producing, creating and writing material, or even conceptualizing for that fact, has to have enthusiasm! They undeniably need to fully love and understand their product, especially from the 10,000 foot view of today's market and economy. Not to mention, as I have said, the player base in general has changed. 

Want to know what my first "computer" game looked like? Go read the players guide to the original red box. That was D&D style game on the Apple II somewhere around 1980. No, I don't remember the name of it or who actually made it, I just remember playing it. It had very simplistic if-and-else-choose statements and directions. Spent hours playing it. Of course, it took hours for it to spin through those 5 inch floppy drives anyway...lol. Can't imagine any kid of modern society being able to withstand the turtle pace of playing it and waiting for the drives to read the next moves.

I have rambled and digressed enough. I believe that WoTC is trying to do the right thing. I just hope they REALLY remember what was so special about D&D 30 years ago because it sure wasn't the rule set or mechanics. It was pure imagination and possibilities.

--JD
 
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1 year ago  ::  Jan 11, 2012 - 5:48PM #13
ShakaUVM
Date Joined: Feb 3, 2003
Posts: 3,825
I bought the 4e Red Book solely because of the good memories I had of the original one.

It was terrible, though. Instead of a "choose your own adventure" solo game, it had a "choose your own character" roundabout way of doing character generation.

And it was incredibly dumbed down.

Do you:
A) Want to play a mystical character? (Go to "Wizard")
B) Want to play a tough swordy guy? (Go to "Fighter")
C) Play a sneaky swordy guy? (Go to "Rogue")
D) Play a spiritual dude? (Go to "cleric")

Ugh. Was worthless.
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1 year ago  ::  Jan 12, 2012 - 4:30AM #14
jfigura
Date Joined: Dec 24, 2010
Posts: 39
I wouldn't say it was worthless, but your description is dead on. When you sit down with the Original Red Box players manual and the 4e version, it's almost hard to believe the discussion is about the same game.

--JD 




Jan 11, 2012 -- 5:48PM, ShakaUVM wrote:

I bought the 4e Red Book solely because of the good memories I had of the original one.

It was terrible, though. Instead of a "choose your own adventure" solo game, it had a "choose your own character" roundabout way of doing character generation.

And it was incredibly dumbed down.

Do you:
A) Want to play a mystical character? (Go to "Wizard")
B) Want to play a tough swordy guy? (Go to "Fighter")
C) Play a sneaky swordy guy? (Go to "Rogue")
D) Play a spiritual dude? (Go to "cleric")

Ugh. Was worthless.




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1 year ago  ::  Jan 12, 2012 - 5:07AM #15
lmartin4020
Date Joined: Aug 2, 2011
Posts: 7
Imagination... Now there's a concept...

Just last night as we all sat around the table, our DM described the room in detail that we had just entered. We walked through a bit, looked through the bookshelf, and then asked about an item in the room that the DM had mentioned- specifically where it was again.

He looked at the finely crafted map that had come with the adventure and after a few seconds, pointed to a blank spot on the map and said "it would be right about here. Just use your imagination (which with him and I being the only two in out group that is over 35 and have played earlier versions of D&D, this is kind of an inside joke between the both of us).

Our group consists of 3 kids under the age of 13, one late teen, one early twenties, and then us. No one in our group has any D&D experience of over 9 months except for the DM and me. When the word imagination is used, they all look like they may hurt themselves trying.

I myself enjoy using maps and miniatures (as they aid me in a tactical sense), but I remember when it was all imagination and the only visual aid was a sketched out map that the DM might use to help keep him on track pushing us through the dungeon.

I have to say that I agree with the OP. Bring back the imagination. I admit, I have no ideas to contribute in the way of how to do that, but that's what developers get paid for. 
Well, at least they aren't changing the dice...
I may have just jinxed myself
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1 year ago  ::  Jan 12, 2012 - 5:30AM #16
jfigura
Date Joined: Dec 24, 2010
Posts: 39
That was an excellent post. I volunteer a great deal at my local FLGS running Encounters, Lair Assault, answering questions about D&D, helping create first characters, etc. It's always the younger folks who have a hard time with concepts (like imagination) that are native to us older players.

One thing I would suggest to Wizards is to use that word to their advantage. Remember the old days? Learn how to survive without an Xbox, or WoW. Play a game that is in your mind! I don't think the younger generation can get past the instant gratification of cheat codes and looking up on the internet how to beat the game...
 

Capitalism at it's finest, doing what it does best, has inadvertantly helped dumb down our next generation.

--JD 


Jan 12, 2012 -- 5:07AM, lmartin4020 wrote:

Imagination... Now there's a concept...

Just last night as we all sat around the table, our DM described the room in detail that we had just entered. We walked through a bit, looked through the bookshelf, and then asked about an item in the room that the DM had mentioned- specifically where it was again.

He looked at the finely crafted map that had come with the adventure and after a few seconds, pointed to a blank spot on the map and said "it would be right about here. Just use your imagination (which with him and I being the only two in out group that is over 35 and have played earlier versions of D&D, this is kind of an inside joke between the both of us).

Our group consists of 3 kids under the age of 13, one late teen, one early twenties, and then us. No one in our group has any D&D experience of over 9 months except for the DM and me. When the word imagination is used, they all look like they may hurt themselves trying.

I myself enjoy using maps and miniatures (as they aid me in a tactical sense), but I remember when it was all imagination and the only visual aid was a sketched out map that the DM might use to help keep him on track pushing us through the dungeon.

I have to say that I agree with the OP. Bring back the imagination. I admit, I have no ideas to contribute in the way of how to do that, but that's what developers get paid for. 




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1 year ago  ::  Jan 12, 2012 - 8:25AM #17
lmartin4020
Date Joined: Aug 2, 2011
Posts: 7
I think that games like WoW and video games in general (keep in mind I love to play them as much as the next person) is where the imagination concept is falling apart. The kids that game in my group fill in their time between their turns by either using some app on their ipod or, and I do give her credit for this vs some electrical application, reading a book.

They do enjoy making attacks and dealing damage, but other than that they are disconnected (or even bored) between their turns. A lot of the younger generation (I can feel the liver spots bursting onto my hands as I type that) just depend to much on having everything flash on a screen and reacting to it. No need to imagine- just turn off your brain and react. Can't entirely blame them- that's partof why I love video games to.

It would just be great to get the brain stimulated again through D&D. 
Well, at least they aren't changing the dice...
I may have just jinxed myself
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1 year ago  ::  Jan 12, 2012 - 10:12AM #18
Tevish_Szat
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Date Joined: Jun 25, 2001
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I think you may have struck things to the core.  If Wizards wants to reach out to the old grognards like they seem to say, the feel is how they need to do it.  I'm also on the list of people who bought the 4e Red Box hoping for something...  I wasn't personally dissapointed, because my expectations of anything related to 4e were at that point incredably low, but at the same time it failed to "wow" the way I think it had hoped to.

And, I would argue, bringing back the old FEEL (more than the old mechanics) might help D&D with the younger crowd as well: the more D&D tries to sell itself like a videogame, the more members of the "video games" generation are going to say "Why am I not just playing my favorite video game?".  If D&D differentiates itself from those, makes itself (as it should be) an experience that is inherantly different from that found in digital media, then it has a niche.

Some may have argued that the imagination has atrophied in the younger generation, that being a passive consumer of media rather than a participant is the wave of the future.  I think that the imagination has simply been hidden.  It takes a little time and skill to bring it out, but I feel young people who give a D&D of the imagination a try, because (not in spite of the fact) it is something different.

The problem for the marketers is, of course, it takes a little while and a good atmosphere for someone to engage -- they aren't going to see results in five minutes, and probably not fifteen.

So, I would argue, the next D&D has to come with a Red Box -- that is to say, there needs to be an introductory release tesigned to pull people into the game.  This red box needs to contain a few basic rules pamphlets, of course -- somewhere the bare bones versions of the core rules that may be consulted and used to play the game and a lighter printing of the PHB and DMG.  A few sets of dice and a golf pencil or three would also be nice touches -- everything you NEED to play the game, right out of the box

It should also include a good selection of pregenerated characters, at different levels of completion: I'm seeing a mixture of ones that do or don';t have role-playing details.  For the first-timers, having the bare bones of a personality suggested encourages role playing as "acting", while for those unsatisfied with the selection (or who simply want to go their own way with a character): more power to them -- a there are pregenerated's that are statistically complete, but lack all the role-playing details like Race, Gender, Age, Alignment, and Name.  This is so a new group that decides to start playing D&D on a lark can start right away.  A few (4-10) blank character sheets should probably be included too.

This also means that an introductory module should be included.  This needs to be written very well and very carefully, because much like B2, the Keep on the Borderlands, it will be the first experience that many players have with Dungeons and Dragons or, in fact Role Playing at all.  It needs to have those wonderful blocks of description for the DM to read and above all it needs to throw the players into the atmosphere of the game as quickly as possible.  Getting them fighting is probably important, but above all else it needs to get them thinking.  I would almost recommend remaking Keep on the Borderlands itself, which had a nice little town before heading off into the monster infested wilderness and dungeons.  It's likley best to move to the "meat" swiftly, but give them a chance to start imagining before asking them to do battle.  D&D cannot afford to be experienced first and foremost as a hack and slash outlet -- kids today have Diablo for that.

All of the materials in the box need to be written with vigor, interest, and excitement -- if you write to inform (like the quoted passages of the 4e Red Box do), you lose interest.  If you write with passion, you share that passion with your readers.  This would be the product that Wizards has a great interest into putting all their creative muscle into -- I know they have it, I know they can do it.  And when they end the narrative text of a module... If a group has gotten that far, chances are they're hooked: the send-off needs to let them know where to go from here.  Of course, other release products will probably be mentioned, but the call to arms is one to keep going -- the start of a story, the first chapter has been provided for you.  Where can you go from here?  Anywhere you can imagine!
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
THE COALITION WAR GAME
-Phyrexian Praetor
Round 1: (4-1-2, 1 kill)
Round 2: (16-8-2, 4 kills)
Round 3: (18-9-2, 1 kill)
Round 4: (22-10-0, 2 kills)
Round 5: (56-16-3, 9 kills)
Round 6: (8-7-1) [current round]

Last Edited by Ralph on blank, 1920
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