Mike Mearls
. http://www.wizards.com/DnD/Article.aspx ... l/20140217 .
How wrong can you be to try to define "story-driven" as level when the DM says, when there are likely plenty of people that play narrative games that want to level at the speed of XP, not the speed of DM fiat?Tracking experience points and using them to award levels makes a lot of sense in open-ended games,...their primary goal is most often the treasure and XP they'll gain for defeating it.
In a more story-driven campaign, however, that lair assault could have a more complex purpose. In this type of campaign, treasure and XP take second place in the characters' goals, behind the dragon's importance in the narrative.
From the perspective of game design, the difference between these approaches becomes important when we think about how best to implement rewards in published adventures.
Again Mike gets it wrong, but at this point do we expect any less from him? He is coming to the conclusion that playstyle in adventure itself drives whether people want XP or levels. He thinks open-ended games are intrinsically tied to one type of leveling and story-driven is intrinsically tied to another. He should jsut notice that the two types of leveling exist, and will exist in EVERY playstyle.
Mike's way:
1: XP is given for open-ended games
2. Levels are awarded in story-driven game.
the right way:
1. XP is given
2. levels are given
A. open-ended style
B. story-driven style
1A: you play what you play and get XP if you survive to play the next session
1B: you play what you want to play and get a level if you survive to play the next session
2A: you play what was given in the adventure and get XP for what was there.
2B: you play what was given in the adventure and level at the end of it.
Mike's style has either sandbox game or GIANT railroad.
When he starts talking about published adventures, it doesn't offer anything new. They all had level ranges. the funny thing is what comes next...
The designers will not be knowledgeable enough with giving XP, they can default to writing based on needing level X as a reward for the adventure and fall back to some number of XP without consideration for the adventure itself in terms of difficulty or challenge. This also means poor mosnter design if they do not know how to use XP. They will jsut be creating a faster paced level-grind, rahter than an XP grind in order to let people play through all the levels quicker to taste DDN, for when it fails, they will put people back on the edition treadmill with DD6.Rather than force the issue, a much better approach is to allow designers to present both options, and let DMs decide how best to run any adventure.
Also
So the name D&D means nothing now and is only marketing buzzword?This simple change to an experience point mechanic that's been in place since the earliest days of D&D
DMs and player may play how they want, but if you have no clear intent when designing the game, then you will not have a decent game. at least Gary had an intent for making the game other than some profit engine. The profit engine goes back even older. "Build a better mousetrap and people will be beating a path to your door." In order to build it though, you need to have an end goal for the function of it. When that function out performs and is still a mousetrap, then your profit engine has begun running. when you build it and it looks and works like a Model T Ford, you have nothing left to call and sell as a mousetrap, like DDN is no longer supposed to be D&D.especially when it's clear that the default way of doing things no longer matches the way so many DMs run their games.
Just change the name and make something else and let D&D die.
"How much of a boat can you replace in the course of repairing it before you no longer have the same boat, but a different one? 50%? 51%? 90%?"
You are no longer making D&D, never really did but you were closer when WotC began. You just want to wrap the carcass of D&D on the new shiny you put on store shelves. Let's just call this edition what it is, a wolf in sheep's clothing. That is all HASBRO will ever produce as nothing more with the D&D logo will be D&D. That was the intent of many players anyway, they didn't like D&D so much they wanted it to no longer be D&D so they could like it. But that is something I have been saying for nearly 20 years.