Peturabo wrote:I'm particularly interested in the collaborative storytelling techniques that the system will stimulate - after the pablum that was 3rd Edition I hope D&D 4th encapsulates some innovative scene framing techniques that really empower players.*
You mock (fairly, of course...) but some of the preview discussions suggest that the designers have significantly reduced the attempts at simulationism in certain aspects of the game, and the 'skill challenges' rules suggest that they will allow considerably more creative input from the players, in some circumstances, coupled with what seems to me to be a conflict resolution system. The example which some have played involves the need to escape a city while the guards are chasing you; players then choose one of their skills, wager that they will beat an 'easy' 'moderate' or 'hard' challenge, describe what they're doing with their skill to help them/the party escape, then roll a skill check. If they beat their wager they get a success. If they beat a hard challenge they get some (as yet unspecified) bonus. The scene continues until either sufficient successes have been won to ensure victory or, alternatively, enough challenges have been failed that the PCs get caught (or whatever). This seems to me that GMs will be encouraged to 'say yes' if players suggest interesting ideas, rather than look at their notes and say "no, there aren't any sewers for you to climb down into - you just need to roll some Dexterity checks to see if you out-run them."
(sorry for the minor thread-jack, and interloping into your forum once again!)