The state of Post-OSR content

Beoric

8, 8, I forget what is for
Every once in a while a thread can use a little Disco Inferno to get it going again once it peters out.
You rescued nothing. Noone has engaged with any of the points you have made except your chosen victim, probably because nobody wants to make themselves a target. The thread is attempting to go on in a different direction, and yet instead of engaging in that conversation you insist on picking on someone who seems to have a hard time fighting back. Easy pickings, I suppose.

You, an Administrator entrusted by Bryce with his forum, are seriously affecting my enjoyment of this fledgling community. And I cannot suffer a bully, articulate or not. I don’t actually disagree with many of your points, but I find your condescension insufferable. So, as you say, let’s dance.

First, let’s have a look at what you apparently think are “the rules of conduct that have existed between men since the dawn of time”, which are clearly different from the rules of civil discourse:

you did finally make a positive statement …
Considering how few people there are around here trying especially hard to see things from my perspective, I doubt it'll matter much anyway.
It's just the internet. You'll get better.
Not sure I can humour the condescension much longer... the whole "don't worry, you'll learn to use the internet someday!" shtick is getting a little tiresome.
It seems to have galvanized you into actually engaging with my points though. Perhaps it is your lot to suffer?
And that’s just the quotable snark. It doesn’t really capture the veiled, seething condescention. Way to make a member feel welcome, Administrator.

Make me proud. My tips are too refrain from too many value judgments or disparaging personal remarks [Emphasis added]
You first, bucko.

But I'm not here to argue against your choice of game; I'm here to defend my choice of game. As to why, honestly I'm not even sure what argument this got skewed from.
I think I mentioned playing 5e and then we got into the thick of it.
I play 4e, cupcake, and have talked about it at some length, and you haven’t said boo to me. Why don’t you give me a try?
 

Beoric

8, 8, I forget what is for
Here's the thing though - the author of a system agnostic adventure (if he's doing the job right) isn't supposed to allude to the "right way" for the party to overcome the obstacle. That's called railroading, and it's always been a hallmark of bad design. … if problems can be solved in more than one way, then the rule system used to render a success or failure verdict (and that's literally what a rule system is supposed to do) is inconsequential. The players choose an action, the rules are used to determine success or failure, the obstacle is passed or not.
System Agnostic adventures, done right, are only supposed to lay out a series interesting obstacles and developments, shrouded in mystery and all-important "evocativeness". I fail to see what's wrong with such a set up.
First, you rely on a sort of ideal image for a System Agnostic Adventure that does not, and cannot, logically exist. Any obstacle is always going to allude to a subsection of possible answers and eliminate others if players actions are to matter. Otherwise you are also railroading, since the players actions do not meaningfully affect the outcome (since all are equally likely and plausible). I could argue for a further narrowing of the number of possible courses of action dictated by the adventure format, source material and public expectation of what constitutes an adventure but you get my drift. Therefore, any obstacle is going to have several ways of tackling it that are more likely then others, and since those methods have different implications and effectiveness in different rulesets, the ruleset does, in fact, matter.
I find fascinating your assertion that open-ended encounters without a fixed solution are, in fact, railroading. Since you don’t seem to be talking about analysis paralysis, I’m not sure how player choice is the antithesis of player choice.

I’m also not certain I follow why it matters that different systems might suggest different solutions to the same situation. Unless the scenario requires a particular solution, which would indeed be railroading, why does it matter that players might lean toward one solution or another depending upon system?

I think your problem is that you didn't give the game a fair shot, maybe you had a bad experience, and that your opinion is heavily colored by other editions. I have run dozens and dozens of 5e sessions where my players were able to use cunning ruses and ambushes to achieve their goals, without resorting to brute-forcing a mechanical solution - you saying that you didn't get a chance to do it doesn't set any of that in stone, and your blanket assumption of all players playing/running the game in the same way you did is a bit narrow-minded.
This is idle speculation followed by gibberish.
Oh, I think he was pretty clear. You are just being needlessly insulting.

I can’t find the quote, but I think on this point you stated somewhere that having useful combat abilities obviated the benefits of clever tactics like ambushes and ruses. I would like to point out that such useful combat abilities also benefit from ambushes and ruses, both mechanically and from the creative application of such abilities in non-standard ways.

I would propose that my reference for what makes a good game is actually made stronger by playing other editions, not weaker, since I have other editions to compare it too.
Playing 10 sessions as a player when GM quality was an issue in the campaign does not make you an expert in an edition, does not give you a good basis of comparison, and adds nothing to your authority to speak about what is a good game.

To be continued…
 

Beoric

8, 8, I forget what is for
I said the plethora of abilities make it more likely that players will resort to direct combat and less likely to resort to improvisation. Do you agree with this line of reasoning? As empirical evidence I put forth Bryce's reviews of typical 5e adventures vs typical OSR adventures.


in general, having a plethora of combat options and abilities and feat choices makes it likelier that players will find ways to use those in combat and less likely that they will try something out of the box, use their imagination to do something that isn't on their character sheet, or use diplomacy or a cunning ruse. If you disagree, then why are so many adventures in 5e like this? In fact, I suggest you look into 3e d20 and contrast it with oldschool dnd if you are curious as to how a baroque and complex system with a plethora of abilities can utterly change the way a game is played.
I have written of this above, but in your fixation on accosting DP you appear to have missed it.

Your assertion that mechanics drives trends in adventure design is merely a hypothesis, and a hypothesis which you have not supported by any evidence.

Typical 5e adventures – and 2e, 3e and 4e adventures for that matter – are primarily a product of fashions in adventure writing. And the evidence is the fact that those fashions cut across editions. Linear adventures in which the adventure writer/DM is responsible for a tightly scripted plot clearly started in the Hickman era, which include some pre-Unearthed Arcana 1e modules, as well as a lot of the later “B” series. Both 3e and 4e era adventures tend to be combat porn, notwithstanding the alleged alien nature of 4e. And frankly, heavy combat adventures existed in 2e and even 1e, and I assume LBB and B/X, when they used to be referred to as “Hack and Slash”.

I think you can also look at the necessities of organized play, which are a big marketing vehicle for WotC and require a heavy degree of linearity to function properly, which was already apparent with the early tournament modules. Not to mention that other huge marketing vehicle, video of actual play as entertainment, which is further driving the DM as storyteller, players as improv actors, and D&D as amateur theater style of play we are seeing today.

In fact, the various editions of D&D are all recognizable as D&D – even 4e, if you look behind the trade dress – because many of the assumptions regarding the activities of characters in the game cut across editions.

So order of combat is determined by determining who is surprised, then randomly rolling for initiative. Attacks are resolved by rolling a die, comparing it to a target number determined by armor class, and rolling damage separately. Spell attacks are resolved by rolling a die, comparing it to a target number determined in part by character class and spell type, and rolling damage separately where appropriate. Determining the results of non-combat actions is determined by rolling a die and comparing it to a target number where one is specified (such as opening doors or finding secret doors or using thief skills), or rolling a die and comparing it to a number the DM pulled out of his ass when no target number is specified; the “pulling it out of your ass” mechanic was replaced with ability checks by Moldvay Basic. Skill systems just add a modifier to ability checks for certain activities. Light sources illuminate a specified radius, characters can carry a specified amount of stuff, and can move a certain amount of distance in a given unit of time.

There may be variants in what die is rolled, what modifiers apply, and how target numbers are set, but all of those elements are present, because all of those actions are undertaken by characters in all versions of D&D.

Even where the assumptions of the people pushing a new edition have changed, the mechanical structures of D&D tend to be carried on, whether out of tradition, or nostalgia, or inertia, or a desire not to alienate old players.

For example, the way 4e was promoted, it attracted many players who are impatient with the bean counting of encumbrance; and the way the published adventures were designed, encumbrance was essentially irrelevant; yet an encumbrance system very similar to 1e (more similar than I recalled when I mentioned it in a post earlier in this thread) was maintained despite being vestigial to the promoted playstyle.

To be continued …
 

Beoric

8, 8, I forget what is for
All anyone has stated is that complex mechanics tend to disincentivize such behavior, while simple open mechanics tend to incentivize it.
Illustration; Say you have 100 groups of DnD payers. Most will be average, some will be very creative, some will be very dull and literal-minded. We are stating that under an OSR game, more of those 100 groups will display creative behavior then under a rules heavy, ability-heavy game like 3.5e, because most of the mechanics in that game tend to be geared towards combat so people are more likely to use them that way. If this is not the case, they are vestigial and clutter up the game and only interfere with a more creative out-of-the-box playstyle. Do you agree with it when I put it like this?
I don’t.

First of all, I don’t accept that the skill system is a complex system. When a player declares that they want to do a thing that is not guaranteed to succeed, the DM decides what ability score applies to the action, same as Moldvay. A d20 is rolled. The ability modifier is added to it. If it is related to a trained skill, that modifier is added. The result is compared to a target determined by the difficulty of the task. Combat is simply a specialized variant of that, where the target number is determined by armor class. Saving throws are another specialized variant. But it is my understanding that in 5e every check in the game follows the same core mechanic. There is one basic mechanic to understand. It’s hardly advanced calculus.

Secondly, I dispute your assumption that in a rules light system – by which I assume you mean rules relating to most out of combat activities are essentially absent, since it is hard to get lighter than a single core mechanic – creative play is encouraged. In my experience, if a rule does not say that a player can attempt a thing, players and DMs tend to assume that they can’t attempt that thing. For example, the assumption that only thieves can sneak, climb, or find locks; a ranger needs to be a half-elf and multiclass thief if he wants to climb cliffs or stalk his prey. It is the DM, not the ruleset, that determines whether players feel empowered to be creative. The ruleset only determines what tools the DM has to adjudicate unusual actions when the player takes them.

Of course, my data set is limited to the people I played with, and the people I speak with. But unless you have some empirical study you want to quote, so is yours.

The problem with d20 3.5e is … that the system is so codified that house-ruling in one place has implications on other systems and its much harder for the GM to oversee what the effect of such a house-rule would be. 3.5 is actually an excellent example of a rules-heavy system that cannot be easily dumbed down because everything is so counter-balanced even a few alterations affect other systems. You can't alter how saving throws work without immediately having to consider the rammifications on DCs based on ability modifiers and HD as well, for example.
My conclusion follows from my premise, namely that 3.5e (which by the way, still had massive traction since a lot of people simply enjoyed it), led to a more combat focused playstyle, which led to 4e, the most rigid and balanced edition of all.
I have a couple of things to say about balance.

First of all, it’s hardly a new thing. Early editions also cared about balance. I know it came up in issue #3 of The Dragon, and I remember being annoyed by Gygax’ frequent rants about game balance and the evil of Mony Haul campaigns.

Secondly, if you don’t really care about balance, it doesn’t really matter what you do in terms of houserules. At least, I find that is true of 4e. If you run a game where players can choose their level of risk by how deep they go into the dungeon, or how far from a haven, and they know to talk or run away when they get into trouble, and you are comfortable with character death, what do you care if some particular game element is harder or easier than usual? It is not more important in one edition than another.

I look forward to your response. Take your time.
 

squeen

8, 8, I forget what is for
First of all, it’s hardly a new thing. Early editions also cared about balance. I know it came up in issue #3 of The Dragon, and I remember being annoyed by Gygax’ frequent rants about game balance and the evil of Mony Haul campaigns.
A small nit: it's Monty Hall: that was the name of the host of a popular game show (The Price is Right) in the 70's where the contestants chose a door, behind which where either fabulous prizes or something not so great.

Yeah, I know, not the reply you were anticipating.
 

squeen

8, 8, I forget what is for
But you return back to town with your haul, that's the pun.
Sorry for replying out of order Yora, I missed yours.

Do you think it was suppose to be a pun?

I always thought it was saying the DM was acting like the game-show host and giving things away.
 

PrinceofNothing

High Executarch
Staff member
You, an Administrator entrusted by Bryce with his forum, are seriously affecting my enjoyment of this fledgling community. And I cannot suffer a bully, articulate or not. I don’t actually disagree with many of your points, but I find your condescension insufferable. So, as you say, let’s dance.
Strange, I found the tone to be entirely appropriate and my initial response was quite civil, after that I do not feel I have given condescension where it was not at first broadcast. I also would not characterize what I did as bullying, and at least one person did in fact like my response, or mentioned my point about Zweihander. Nevertheless I will take your opinion into consideration, and if you wish to settle this matter by a garish public display, instead of with a PM or by other means then by let's have at it.

I play 4e, cupcake, and have talked about it at some length, and you haven’t said boo to me. Why don’t you give me a try?
I'd love too.

I find fascinating your assertion that open-ended encounters without a fixed solution are, in fact, railroading. Since you don’t seem to be talking about analysis paralysis, I’m not sure how player choice is the antithesis of player choice.

I’m also not certain I follow why it matters that different systems might suggest different solutions to the same situation. Unless the scenario requires a particular solution, which would indeed be railroading, why does it matter that players might lean toward one solution or another depending upon system?
My assertion is that "Any obstacle is always going to allude to a subsection of possible answers and eliminate others if players actions are to matter. Otherwise you are also railroading, since the players actions do not meaningfully affect the outcome (since all are equally likely and plausible)."

If all answers are possible and equally likely then it doesn't matter how you tackle a problem, so your actions or decision making doesn't affect the outcome or the likelihood of the outcome. Is that an acceptable definition of railroading?

I can’t find the quote, but I think on this point you stated somewhere that having useful combat abilities obviated the benefits of clever tactics like ambushes and ruses. I would like to point out that such useful combat abilities also benefit from ambushes and ruses, both mechanically and from the creative application of such abilities in non-standard ways.
A good point. I'll elaborate my position, if you find the aforementioned quote to be incompatible with that by all means point it out. My position is that part of the fun of the oldschool game is to be found in the use of out-of-the-box solutions, cunning, ruses, trickery and other ad-hoc solutions. I agree that those additional abilities can in fact benefit from the aforementioned out-of-the-box solutions, cunning, ruses et. al. However, in practice I have found that having a wagonload of abilities on one's character-sheet means that players tend to perceive challenges in terms of what abilities to on their character sheet are most suitable to the situation. In more oldschool games, where resources are scarcer, abilities more measured, rules less all-encompassing and direct confrontation less codified, PCs are more often forced to try something on the fly or come up with an unconventional strategy.

I suspect there are other factors like having a large percentage of your game involving combat will skew the game or adventure design in the direction of combat but the point is obvious.

Playing 10 sessions as a player when GM quality was an issue in the campaign does not make you an expert in an edition, does not give you a good basis of comparison, and adds nothing to your authority to speak about what is a good game.
Don't do this to me.

This was my quote:
"I Played 5e for...10? Sessions until I gave it up. GM quality has something to do with it but a lot of the problems I had with it were baked into the system. I like the relative dearth of abilities and magic in older games because it forces players to be creative or to think outside the box, to set ambushes and to use trickery and genuine cunning. Conversely, 5e loads you up with at will powers right out of the gate which are mechanically more formidable then a simple ambush or cunning ruse, meaning PCs are far more likely to think in terms of winning combat through proper use of abilities then circumventing combat through trickery or ambush. There are nine bazillion other impactful mechanical differences, and stating that one can simply alter the rules to alter the game is an admission that rules are impactful on games and are thus significant. I consider 5e to be a vastly more playable though somewhat dumbed down version of 3.5."

I never said it made me an expert in the edition, I said (again, in later elaborations, that I can dig up if you desire) having played and run all other editions and having played 10 (or however many) sessions and having read the rules was sufficient grounds for me to make up my mind. All of which changes little, because your statement is just a statement. I can just as easily answer with "yes it does."

Part I.
 

squeen

8, 8, I forget what is for
Beoric, you may not like or agree with much of anything PrinceofNothing has said up until now, but I think there is one point we all are in totally agreement on at this point:

Thanks to him, we will be looking for an opportunity to slip the phrase "Let's dance" into some future conversation as artful as he did.

...and that's pretty much priceless.
 

PrinceofNothing

High Executarch
Staff member
I have written of this above, but in your fixation on accosting DP you appear to have missed it.
In my semi-serious discussion about elfgame mechanics with some banter I do indeed appear to have missed it. To be fair, you did not quote me.

Your assertion that mechanics drives trends in adventure design is merely a hypothesis, and a hypothesis which you have not supported by any evidence.
I've pointed out general trends I perceive in adventure design, and you are actually going to challenge it with examples of your own. It follows that I did an at least decent job in providing some foundation that we can argue over, by virtue of basic assertion. Certainly not as good of a job as you did, admittedly.

Typical 5e adventures – and 2e, 3e and 4e adventures for that matter – are primarily a product of fashions in adventure writing. And the evidence is the fact that those fashions cut across editions. Linear adventures in which the adventure writer/DM is responsible for a tightly scripted plot clearly started in the Hickman era, which include some pre-Unearthed Arcana 1e modules, as well as a lot of the later “B” series. Both 3e and 4e era adventures tend to be combat porn, notwithstanding the alleged alien nature of 4e. And frankly, heavy combat adventures existed in 2e and even 1e, and I assume LBB and B/X, when they used to be referred to as “Hack and Slash”.
I think that is an interesting assertion, and I can see how for example the plot heavy railroading affected the entire rpg market during the 90s, with World of Darkness modules as a platonic example of non-interactivity and Ravenloft and Dark Sun became all the rage (we can probably trace back the effect to the cultural zeitgeist as a whole). With publishing of modules being essentially centralized (with a few decent 3rd party guys out there like Role Aids and Judges Guild), I will accept a strong effect for fashion. I do not, however, perceive this to be a full explanation (but I might concede that marketing and fashion trends has a bigger effect on official dnd module design).

In response I would point out that since that OGL came out (a blessing!) people are essentially free to try and publish whatever they come up with, and for d20 there have been attempts at just about anything from Epic Level supplements (Violet Dawn, Epic Handbook, the infamous Book of the Immortals), or mass combat systems (Green Ronin) or whatever the hell Green Ronin's Immortals Handbook was about. Clearly there is an audience for these things (Crawford's Godbound, WoD's Exalted etc. etc.), but somehow God tier D20, the most popular system on the market, didn't take. I would venture to speculate that D20 at the Epic Level did not become the dominant system to run games of that nature, despite receiving conversions to just about everything, because Epic level DnD is so unbalanced it is difficult to make scenarios for it and even at high levels the game starts fraying at the edges as some classes pull ahead of others.

Next I would point out that your use of "cutting across editions" is fallacious because the mechanical difference between B/X and anything up until early 2e (it gets complicated once you consider Combat & Tactics) is comparatively gradual while the difference between 3e and pre-3e is large, as is the difference between 4e. Thus I must ask you to supply an example of a cross-edition fashion trend in either 3e-4e or 2e-3e before I can accept your assertion, with the caveat that as you pointed out, combat-heavy has always been a leading motiff in DnD land and is thus an invalid example.

(you are a cunning opponent, I was lost in the swamp for a while trying to unpack all this until I figured it out)

I think you can also look at the necessities of organized play, which are a big marketing vehicle for WotC and require a heavy degree of linearity to function properly, which was already apparent with the early tournament modules. Not to mention that other huge marketing vehicle, video of actual play as entertainment, which is further driving the DM as storyteller, players as improv actors, and D&D as amateur theater style of play we are seeing today.
This and the above would be valid points if the argument was that mechanics influence the way adventures are written. It is not and I totally agree that all these factors can play a considerable role in how adventures are made, but we are arguing that the rules of a game influence how a game is played. All the current line of argumentation can really accomplish is to discredit the use of published modules as an accurate representation of the way a game is played. You are attacking my evidence!

To which I counter, tournament play using tournament modules is by definition play! If you wish to demonstrate that the rules of a game or the published adventures of a game are not a major influence on the way a game is played without resorting to your abovementioned youtube let's plays, tournament games or modules (which in this theory are influencers not influenced), then the onus is on you to provide another measure!

Thus I ask, where are your C-series? Where are the 5e infiltration modules like X4/X5, Temple of the Frog or Skullport? Where is your Crystal cave?

In fact, the various editions of D&D are all recognizable as D&D – even 4e, if you look behind the trade dress – because many of the assumptions regarding the activities of characters in the game cut across editions.
I don't disagree but why do you bring this up? I would like to point out that the initial argument was not about different editions of DnD specifically but about roleplaying games in general. I am however perfectly happy continuing on on the more limited arena of DnD Specifically since DnD is the main focus of this forum but I will point out most of my problems with conversion or system agnostic adventures hinged on converting them to radically different systems like Zweihander.

For the record, I don't disagree that many of the underlying assumptions are similar, but I would state, conversely, that some assumptions change across editions. The availability of magic, the durability and longevity of characters, the scarcity of resources, the use of henchmen, the codification and effectiveness of social interaction, the lifecycle of the adventurer (and yes, it has changed across editions, compare the Planar Questing of 4e with the retirement at 10th level of AD&D), the level spread of your opponents, the comparative power of numbers of levels and about a million other factors. These rules form the assumptions on which the world of DnD is built, I find it hard to conceive that they do not affect the way a game is played.
 
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PrinceofNothing

High Executarch
Staff member
I don’t.
What daring! What outrageousness! What insolence! What Arrogance!

Warrior...I salute you.

First of all, I don’t accept that the skill system is a complex system. When a player declares that they want to do a thing that is not guaranteed to succeed, the DM decides what ability score applies to the action, same as Moldvay. A d20 is rolled. The ability modifier is added to it. If it is related to a trained skill, that modifier is added. The result is compared to a target determined by the difficulty of the task. Combat is simply a specialized variant of that, where the target number is determined by armor class. Saving throws are another specialized variant. But it is my understanding that in 5e every check in the game follows the same core mechanic. There is one basic mechanic to understand. It’s hardly advanced calculus.
While I find you a worthy adversary, I feel as though you have lost some of your initial momentum. You are strawmanning on multiple levels (I would like to coin the phrase Inception-Strawmanning).

I didn't describe the skill system as complex, I pointed out DnD 5e was more complex then OSR stuff and I qualified that by pointing to the increased number of abilities that players have access too. All of my criticism of 5e has been directed in that direction. 5e is emminently streamlined and intuitively simple, I don't think anyone would dare suggest otherwise. However, it does provide your player with inspiration, feats, cantrips, more spells and bonus actions whereas most OSR games tend to have less things you can do, and take more time doing it.

Secondly, I dispute your assumption that in a rules light system – by which I assume you mean rules relating to most out of combat activities are essentially absent, since it is hard to get lighter than a single core mechanic – creative play is encouraged. In my experience, if a rule does not say that a player can attempt a thing, players and DMs tend to assume that they can’t attempt that thing. For example, the assumption that only thieves can sneak, climb, or find locks; a ranger needs to be a half-elf and multiclass thief if he wants to climb cliffs or stalk his prey. It is the DM, not the ruleset, that determines whether players feel empowered to be creative. The ruleset only determines what tools the DM has to adjudicate unusual actions when the player takes them.
I don't entirely agree with your interpretation of my definition of a rules light system but I can argue the point either way.

I would respond that in a rules light system the GM is almost forced to make up ad-hoc rules or rulings for many of the activities one undertakes upon adventuring and as a result becomes more comfortable making up and adjudicating ad-hoc rules and actions. Similarly, the players, having no Splitting Boar Strike Encounter Powers or lamp of infinite bezoars or Limp Bizkit Points to fall back on, must think of something to bypass or overcome many of the obstacles in the more lethal, rules-light world of the OSR (that is why lethality is a key component I think) or else they are forced to trust to the whims of the Dice Gods for succor, and they are cruel gods.

Your point about elves and thieves is valid but it is an argument against restrictive rules, not light rules, since thief skills are no lighter then general skills, merely more restrictive.

The ruleset determines the framework wherein the GM must interpret the events. If the frame is pliable and loose and there is ambiguity improvisation becomes easy. If the framework is rigid and fine-meshed and touching it causes ripples to play along its manifold gossamer threads then making up an ad hoc ruling is fraught with mortal peril.

Of course, my data set is limited to the people I played with, and the people I speak with. But unless you have some empirical study you want to quote, so is yours.
That's okay, I never claimed otherwise.


I have a couple of things to say about balance.

First of all, it’s hardly a new thing. Early editions also cared about balance. I know it came up in issue #3 of The Dragon, and I remember being annoyed by Gygax’ frequent rants about game balance and the evil of Mony Haul campaigns.
Oh yeah, they have always been a thing, but it is my observation that earlier games had a larger framework for balance. In earlier games Balance was about adventuring, in later editions, it become more about combat and being equally powerful in combat. The weak thief of earlier days could not fly without a sneak attack and an evasion skill, until we ended up at 4e, where all classes had their roles to play.

Also balance in this context has a fairly specific meaning: "You can't alter how saving throws work without immediately having to consider the rammifications on DCs based on ability modifiers and HD as well, for example."

I meant to point out how interwoven everything in 3e is, so altering a mechanic requires more discipline.

Secondly, if you don’t really care about balance, it doesn’t really matter what you do in terms of houserules. At least, I find that is true of 4e. If you run a game where players can choose their level of risk by how deep they go into the dungeon, or how far from a haven, and they know to talk or run away when they get into trouble, and you are comfortable with character death, what do you care if some particular game element is harder or easier than usual? It is not more important in one edition than another.
First, your 4e game sounds surprisingly palatable.

I think balance is a tricky subject. In a game where there are alternatives to fighting its not as important as in a game of straightforward combat. Balance becomes important when challenges become utterly trivial as a result of botched mechanics or some classes completely and disproportionally outperform others. It should also be taken into account if a ruling causes a character to no longer be able to fulfill his primary role in the group (we agree there is such a thing right?) as effectively.

I think my position on balance is predicated upon my position on rules heavy games having a greater bias towards combat in general, because combat tends to be the most codified area where mechanical differences or changes are most keenly felt. If we are convinced on whether or not systems with lots of abilities that are relatively complex are more predisposed towards combat we can resolve the question in more detail, that is if you agree.

I think the reason I find myself mellowing out here and I responded with a bit more zest to DP is that DP immediately concluded things about my players and GM and my mindset. In contrast, I think you have been nothing but respectful and I enjoy arguing with you. It's commendable actually. I'm sure your initial response was motivated by kindness and I will take public perception into account when next I enter into an elfgame dance-off.

I look forward to your reply which I will expect immediately upon your completion of this sentence.
 

DangerousPuhson

Should be playing D&D instead
This feels like an argument where instead of one side trying to convince the other of their viewpoint, everyone is just nitpicking every little thing the other person says, going off on extremely inconsequential tangents and dragging unrelated points into the argument just so that there's more to argue about.

This isn't debate anymore. We're just rolling around in mud at this point, throwing rocks at one another. And because each post gets longer and longer, we just dump more rocks into the mud. Meanwhile Prince, sitting atop my back and pushing my face into the mud, is saying "I'm not a bully! See, squeen over there is laughing at all this! Now why are you hitting yourself, huh? Why are you hitting yourself?"

Here's the thing about rock fights though: Nobody ever says "well, I really appreciated that last rock you threw at me. I respect that throw so much I couldn't possibly throw one back at you". And so we wallow in this mud pit, and when we trek back into the house (forum) to find more things to throw at each other, we're just going to make a giant fucking mess all over it with our muddy footsteps.
 
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squeen

8, 8, I forget what is for
You mistake attempts to inject levity, break up a darkening mood, and remind everyone we are here for light entertainment as laughing at anyone's pain.

Let the anger go. No one is going to be satisfied being cast as a villain. Let's not diminish an already small community. The only thing in danger of getting damaged in an on-line debate is ego.

You have done a lot of good to help get this forum off the ground. It is appreciated. You've opened my mind and I'm sure others to more than a few new thoughts. Focus on that.

Peace and good-night.
 

Malrex

So ... slow work day? Every day?
I look forward to your reply which I will expect immediately upon your completion of this sentence.
I'm totally stealing this and putting at the end of ALL my glorious emails. You have been warned!

This feels like an argument where instead of one side trying to convince the other of their viewpoint, everyone is just nitpicking every little thing the other person says, going off on extremely inconsequential tangents and dragging unrelated points into the argument just so that there's more to argue about.
Thus, the reflection of passion about a hobby that everyone loves, but may have different ideals, experiences, or thoughts about.
LIVELY!!
And although it can lead to a path of hurt feelings and heated words, there is an opportunity to learn by all, from both sides, if one remains open and can potentially strengthen a community if all remain respectful.

You have done a lot of good to help get this forum off the ground. It is appreciated. You've opened my mind and I'm sure others to more than a few new thoughts. Focus on that.
Squeen speaks truth. DP has been a bad ass with his dungeon competitions and interaction on the board--it's much appreciated. Prince has proven a master of his craft with his review blog and frankly I believe 100% that he knows his shit. But people have different opinions and arguments are always going to happen on the forums. I used to get heated on them, but have resolved to Squeen's approach of it all just being light entertainment---why? because nothing gets done by words. Why can't we all just be a bunch of jolly lil assholes that disagree once in awhile....eh?

But..... anyways....LET'S DANCE!!! (I couldn't resist...)

Words are dumb, can be tiresome, and arguments have the potential to lead to back and forth bullshit that doesn't prove jack shit and becomes meaningless on forums. Well I think this place COULD be better...and SHOULD be better. I'm a dude of action and a man of few words, even if my legendary emails of incredible, ridiculous lengths (but all important information) may suggest differently....I suggest a CHALLENGE. Prove it.

If you said "that could be any system": congrats, you now understand why I believe retro-clones to be largely irrelevant in a world where 5e exists!
There was something admirable about trying to keep the "ways of old" alive, but you can't build an industry around a niche few grognards fighting amongst themselves, and frankly anyone who believes that the concepts of OSR can't translate over to 5th edition D&D are just unimaginative.
For what its worth, I agree with your first part of the sentence about the grognards, but as for the bolded part---I'll pick an adventure and you convert it to 5e, honoring the OSR concepts and 'vibe' of the adventure. Can it be done for a published adventure? I say no after 6 failed attempts by people who play 5e. I think too many magic items will need to be changed or deleted, number of monsters will need to be changed, ways of approaches to situations will need to be altered due to different powers/skills of characters...the ruleset of 5e will change the vibe..but sounds like you think differently? Bring it on then good sir! Push me in the mud, sit on me, and prove me wrong.

Squeen will be the judge to see if it worked or not (your welcome Squeen). Or maybe Yora, the original poster...or Grutzi who hasn't posted and maybe neutral about the subject. Or maybe Bryce if he ever finds his way back to his own forum *cough*. Beoric and Prince can weigh in with their thoughts...and we make this argument not become lost in a squabble but an action that may prove a point and then we can move on and be that group of jolly lil assholes again. What say you?
 

DangerousPuhson

Should be playing D&D instead
So now it's turning from mud-chucking into homework? Wheeeeee... /s

Pick something short and I'll do it.

EDIT: Oooh, just had a fitting thought - send me the raw text for Forgotten Shrine of the Savior... I'll even include a "Change Log" so you can follow along.
 
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PrinceofNothing

High Executarch
Staff member
This isn't debate anymore. We're just rolling around in mud at this point, throwing rocks at one another. And because each post gets longer and longer, we just dump more rocks into the mud. Meanwhile Prince, sitting atop my back and pushing my face into the mud, is saying "I'm not a bully! See, squeen over there is laughing at all this! Now why are you hitting yourself, huh? Why are you hitting yourself?
Alright Mac. I think I came across as a lot harsher then I intended and I can tell I seriously harshed your mellow. I obviously have some problems with how you argue your points, I don't agree that interesting points are not brought up but I can see that my way of expressing that disagreement is unsuitable to your disposition, and presumably my Administrator badge didn't help. You have been a very enthusiastic member of the community and we'd like to keep it that way. I want to apologize to you for making you feel unwelcome.

Squeen will be the judge to see if it worked or not (your welcome Squeen). Or maybe Yora, the original poster...or Grutzi who hasn't posted and maybe neutral about the subject. Or maybe Bryce if he ever finds his way back to his own forum *cough*. Beoric and Prince can weigh in with their thoughts...and we make this argument not become lost in a squabble but an action that may prove a point and then we can move on and be that group of jolly lil assholes again. What say you?
Someone see if we can't report Aaron for sainthood. What a guy. Writes great adventures too, like this one: https://www.drivethrurpg.com/product/235540/The-Red-Prophet-Rises
 
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