The swing of it: We already had 3rd Edition D&D for all the "creative" players who wanted to try different combinations (both mechanically and in theme).Article said:Mearls admits 4th edition might have gone too far in creating a perfectly balanced game. "We've lost faith of what makes an RPG an RPG," he said, admitting that in trying to please gamers with a limited imagination, 4th edition might have punished those with an active one.
If my years of DMing and playing tabletops have taught me anything, it's this: DO NOT try to force conflicting player archetypes together and assume it will work itself out."There's this fear of the bad gaming group, where the game is so good that even playing with a bad gaming group, you'll still have fun."
The result of this philosophy is that, perhaps more than ever before, gamers are playing different games than the official D&D coming out of the Wizards of the Coast. "What D&D faces now with different editions and old school versus new school, and 3.5 versus 4th edition, it's like the comic book conundrum," Mearls said in reference to the differences between Silver Age Captain America versus the plot of the recent Captain America film. "How do we get all these guys back together, so we actually have real communities, not just a bunch of separate smaller communities, that don't really interact in any way?"
I'll have to concur with this, with one caveat.Atmos Duality said:If my years of DMing and playing tabletops have taught me anything, it's this: DO NOT try to force conflicting player archetypes together and assume it will work itself out.
By that, I mean do not try to force the Power-Playing Min-max Munchkins, the Storytellers, and the Board Strategists into the same "community" just so you can more easily sell them a "one-size fits all" product via word-of-mouth.
They're at odds not specifically because of your game rules, but because of wildly differing (sometimes directly conflicting) gaming philosophies. You could mix these folks into any other given game and it would likely end in an argument (or worse).
Point taken, though too often in my experience, the two cross paths at the common circle I call "griefing".Danceofmasks said:I can and do play RPGs in a variety of styles, but my approach to 4e is very much as a powergamer.
Heck, I've been quoted as saying, "I don't min-max. 'cos winners don't min."
All I got to say is, don't mix the powergamers with the munchkins. We're not the same group.
Meaning, munchkins look for loopholes to game the system. Powergamers look to be ultra-efficiently, but want to win fairly.
Well, that's only a problem if you mix powergamers with people who don't powergame.Atmos Duality said:Point taken, though too often in my experience, the two cross paths at the common circle I call "griefing".Danceofmasks said:I can and do play RPGs in a variety of styles, but my approach to 4e is very much as a powergamer.
Heck, I've been quoted as saying, "I don't min-max. 'cos winners don't min."
All I got to say is, don't mix the powergamers with the munchkins. We're not the same group.
Meaning, munchkins look for loopholes to game the system. Powergamers look to be ultra-efficiently, but want to win fairly.
The sort of person who will do anything and argue anything to attain in-game dominance over everyone, including the DM.
Hopefully it will be better than what Black Isle cranked out too, but I don't see that happening.The Philistine said:I'm very curious to see how 4th edition translates into video games. Hopefully whatever comes of it, the games will be better than the fare Atari cranked out.
Forcing the min-maxer with the roleplayers never worked well... This conflict is one that has been going on for a millenia and will probably continue to plague the RPG world for the next many generations.Atmos Duality said:The swing of it: We already had 3rd Edition D&D for all the "creative" players who wanted to try different combinations (both mechanically and in theme).Article said:Mearls admits 4th edition might have gone too far in creating a perfectly balanced game. "We've lost faith of what makes an RPG an RPG," he said, admitting that in trying to please gamers with a limited imagination, 4th edition might have punished those with an active one.
Including those who were only being "creative" insofar as it meant bending the system over their knee and breaking it.
But that's what you get with a system designed with that kind of freedom in mind. Giving more power and freedom to the players means it will be that much more difficult to balance (the DM *is* a referee AND storyteller. It's easily the hardest job to do in a tabletop).
Creating something that's challenging without being completely unbeatable/unavoidable is very difficult, and it becomes exponentially moreso when you add more and more books with increasingly more broken classes and feats to the pile.
And for all of the "WoW-ification" of 4E, I actually respect their efforts in bringing the game back down to earth. This also sets 4E apart from 3E, which is a *good* thing.
Though I suppose now WotC's Hasbro taskmasters are hoping for a more generic "One Stop Shop" gaming system that has a wide appeal, all under the banner of tabletop's most recognized franchise name.
Fittingly enough, I think that era has already passed (think "d20 System").
If my years of DMing and playing tabletops have taught me anything, it's this: DO NOT try to force conflicting player archetypes together and assume it will work itself out."There's this fear of the bad gaming group, where the game is so good that even playing with a bad gaming group, you'll still have fun."
The result of this philosophy is that, perhaps more than ever before, gamers are playing different games than the official D&D coming out of the Wizards of the Coast. "What D&D faces now with different editions and old school versus new school, and 3.5 versus 4th edition, it's like the comic book conundrum," Mearls said in reference to the differences between Silver Age Captain America versus the plot of the recent Captain America film. "How do we get all these guys back together, so we actually have real communities, not just a bunch of separate smaller communities, that don't really interact in any way?"
By that, I mean do not try to force the Power-Playing Min-max Munchkins, the Storytellers, and the Board Strategists into the same "community" just so you can more easily sell them a "one-size fits all" product via word-of-mouth.
They're at odds not specifically because of your game rules, but because of wildly differing (sometimes directly conflicting) gaming philosophies. You could mix these folks into any other given game and it would likely end in an argument (or worse).