From the D&D 4e preview material (namely, the Wizards website and H1: Keep on the Shadowfell), it looks like D&D has taken the gamist push of 3e combined with a modern design sensibility gleaned from MMOs (World of Warcraft being the canonical example) and other roleplaying games (Feng Shui's d20 crossover adventure had mook rules, many indie games
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Though I think "tying the characters into the story with their characters" is too glossed over. Good story is about more than competing choices. "Go left" or "go right", sure, either way might be interesting, but good stories tend to arise from situations of "Oh my god, I can't believe they did that!" and "I don't know what I'd do!"
The kobolds know where the fighter's kidnapped elder brother is...
The priests of Shelm once raised the party from the dead as a favor, but they don't support the king the paladin is loyal to...
The known criminal was boyhood friends with the rogue...
(Etc.)
Personalizing the adventure environment to the characters by having what matters to the characters also be what the game ends up being what the story is about.
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