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I got my 'Keep on the Shadowfell' adventure today.
My first impression is that they have succeeded in their intentions in doing it more like a tabletop game, that the players should always feel that they have something to do and that playing should be fun and not a chore. Kudos to them. But it may certainly not be everybody's cup of tea. But the guys and gals at Wizards seem to be professionals ;-) This is said after flipping through the adventure and reading all of the quick start rules. /aknaton |
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Regarding 4e I would like to add:
Why does anybody here think this game is a roleplaying game? Is Advanced Heroquest a role playing game? If you think that AHQ is one then maybe 4e is one for you too. But for all those who are opposed to such a thinking, I can assure you that 4e is farther away to be real roleplaying game than any of the previous editions. And those have already been the antithesis to a good roleplaying ruleset. The first 4e module "H1 Keep on the Shadowfell" is centered fully around combat. About 10p out of 64 are explaining NPCs and a little village in the borderlands. And on the remaining - 54p - you find 24 detailed combat map setups and 140 monster stat blocks, nothing else. Is this a roleplaying game? If anybody here says "yes this is a rpg", he should immediately make a SAN roll. But I love 4e. I play it as skirmish game and NOT as roleplaying game. This means I play with plastic miniatures and battlemaps and without acting or portraying much the characters. For us its a funny shining board game with alot of videogame influence, great tactical rules, bashing plastic monsters and leveling up. Deep immersive rpg? no thanks. If I want this, I play BRP. I am so glad that they went the way in direction mini game. The presentation of this game is so much more honest, than say 3.5 or AD&D. No more idiotic fluff which claims to be "roleplaying". (and is of course none) You have healing surges which every toon can use during combat to get 25% of his HP back. Every toon (not only clerics) can even heal hitpoints between combats up to full, which lasts only 5min. Every 6h you can make an "extended rest" where you go back to start and regenerate ALL damage of the day (regardless how bad you have been hurt) and all daily powers and spells. Its great for bashing monsters and pushing plastic minis around in a tactical fashion. To the TO. Learning for BRP? What? Nobody can learn anything for his BRP roleplaying game from 4e. But you can safely play it as mini game and have alot of fun. |
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![]() I'm still pretty sure all I'll do is look over the rules in my FLGS and if I see anything I feel will help my BRP game, I'll use that as a house rule, but I'm leaning more and more to not buying it every day. I think if I really want to learn about the game, I'll find someone who's running it and just play, borrowing people's rules to find out the things about the game I really want to find out about.
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Skunk You wanna be alright you gotta walk tall Long Beach Dub Allstars & Black Eyed Peas Check out what games I’m working on and their status by visiting here. Wizard Quest fantasy campaign Tampa Bay Game Players Forum 285/420 |
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You know, trying to stake out the term "roleplaying games" for only those systems one approves of is an old tactic; I was seeing it at least as far back as 1985. D&D, even D&D4, is as much a roleplaying game as any on the market; roleplaying games are defined by the degree to which you control your character design and development, and the freedom you have to play them as your vision dictates within the mechanics. Any attempt to define it finer down that that would exclude most games on the market--including, I might add, BRP. |
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![]() Face it, some few rulesets are good for roleplaying (BRP), most are very poor (like D&D3.5) and some are not suited at all. (like D&D4e) |
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Ah, but was it FUN? I love BRP as a game, but having played with some complete buffoons, the system does not guarantee a fun game. Likewise I have played exceptionally fun games using D20, Palladium games wonky rules, etc.
Granted, some systems make the fun easier/harder...but it the game master, fellow players and the adventure that make the GAME fun or not, the rules set can hinder or help, but claiming that 4E is an abomination of gaming and will doom all who play it is a bit disingenious...I am positive that there are some very good DM's out there that will have great and fantastic games using it, just as I am sure that there were people who had fun playing Phoenix Command in the early 90's (or not...it was the hardest and most unfriendly gaming system I've ever seen). With that said, I won't be running any games in 4E, but I am sure that I will play in several games using it, and after the learning curve levels off, I may even have fun during it. I am still a hardcore BRP fan, but bashing a system is rather pointless...a GM's skill and ability to craft a fun story is far more important. -STS |
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As far as role-play vs roll-play, the ability to do that is entirely in the hands of the group as well. Personally, I've never liked level based systems, though I have pulled things from those systems in the past and have even run 2 3.5 campaigns, very successful campaigns at that. I never have to worry about needing players and when we've had players leave the group due to real life issues, I've always been able to replace them at a moments notice. I've even had too many players on occasion, I prefer to run only 6 players at my games. Anyway, I'm sure we'll be able to look at 4th edition and get what we want out of it, but each person's mileage will vary.
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Skunk You wanna be alright you gotta walk tall Long Beach Dub Allstars & Black Eyed Peas Check out what games I’m working on and their status by visiting here. Wizard Quest fantasy campaign Tampa Bay Game Players Forum 285/420 |
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