Hard at Work
Jun. 28th, 2008 04:22 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Sorry to vanish the last two days--I've been hard at work, mostly learning the new 4e rules in prep for running this weekend (which, in turn, is in prep for writing). I've also been hard at working-out, if such a thing can be said. We've gotten back on the boat, quite literally, starting sailing whenever the weather permits, and I'm relearning knots, parts of the boat, and other sailing terminology that I'd forgotten since last summer. I'm also back doing tae bo, trying to get into shape to go back to karate. (I know, the point of going to karate is to get in shape, right? Given my knee injury from last February which still isn't entirely better, I'm taking the cautious route.)
So working on work, working out, and devouring the
nalini_singh novel that came in for me at the library. (I've read the first three of her Psy-Changelings series in backwards order now, and have the fourth on hold.) This, of course, completely distracted me from the productive things I should have been doing... like using my new cool magazine holders to sort through all of the "Secret Invasion" comics we've been picking up. Which is what I'm off to do now.
So working on work, working out, and devouring the
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Date: 2008-06-28 11:21 pm (UTC)no subject
Date: 2008-06-30 11:09 am (UTC)-Albone
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Date: 2008-06-30 06:42 pm (UTC)1) More balanced/consistent. All of the classes work the same way, and there's not the huge power gap between "primary" classes and "secondary" classes the way there used to be. Even magic items seem to follow the same basic rules structure that's set up for the classes.
2) More cinematic. The introduction of minions makes scenes seem more like they do in movies: you take out the mooks and only the big bads provide much of a challenge--but boy, those mooks can be distracting. I've listed this as a good thing, but in truth, I'm still a little up in the air about it. I'm not convinced it works well with all campaign styles, but it certainly works with the Greek myths style campaign I'm plotting.
3) More support. WotC has put out a *great* beginning adventure called Keep on the Shadowfell that has DM hints and tips right alongside the adventure. I learn best by running and playing, so this kind of tool is exceptionally helpful to me. Also, in theory, we'll be getting online support in the relatively near future, and I like the idea of that.
4) Applies good CRPG techniques to tabletop. This one a lot of people are torn on--and there are a few things in 4e I think a computer would handle better--but overall, I think what they learned from other systems, including C- and VRPGs is actually applied in a way that makes sense.
Now, this is my take after two sessions of play. There are a lot of reviews out there--the one on Flames Rising (http://www.flamesrising.com) I thought was particularly fair talking about what the reviewer liked and didn't like about the system. So a lot of it is going to depend on 1) if it's a system that's good for you, and 2) if it's a system that your friendly neighborhood gamers are going to embrace.
That's my 2cents! Wish me luck going back to karate this week. :)
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Date: 2008-07-01 11:12 am (UTC)Thanks for the review of the 4e, that's about as good as explanation as I've heard yet. And that's fantastic that you'll be writing some 4e stuff! Will Cowboys and Aliens be back anytime soon?
-Albone
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Date: 2008-07-01 05:22 pm (UTC)