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Tuesday, 20th November, 2012, 07:34 PM #1
Minor Trickster (Lvl 4)
Pros and Cons of going mainstream
The usual declaimers:
This is NOT an edition war!
The only wrong way to play is to not have fun.
I found the attached article and while personally not agreeing with authors conclusions it does seems to raise interesting topics for discussion.
In particular how has the focus of the game changed thorough the years and editions?
The author of the article argues that by reaching a more mainstream status the game have become more focus on the casual play making easy to pick up, but loosing some of its sense of wander.
Personally I feel that the earlier editions (OD&D, 1st and 2nd) were more focused on individual creativity where each DM makes an unique world of his own creation. In other words specialized, but more close fitting to the game group. There was a problem when switching groups or DMs for that matter. The growth of the PC was also more pronounced. 1st level adventurer is only slightly better then Joe NPC, while high level (10+ as defined by the High level handbook) is much more likely to succeed in a level appropriate challenge (hit more often, save more often etc). The world were more status quo - PC can face a variety of challenges in the same adventure (6 gargoyles vs 25 level lich) ans still feel threatened. It was up to them whether they will run or fight.
3rd and 4th streamlined the rules and tried to place an unification factor as well as fully disclosed math. That increased the ease of play but also introduced predictability and for some a drive for optimization. Rules layering is nothing new, but I feel it rouse to new levels as well as get more organized in last two editions. I do not fight the expected wealth by level to be wrong, just not everyone's cup of tea. The feeling of magic items also felt to me less rewarding both due to its commonality as well as its way of meshing with the system. In other words, before magic items were thing that allowed one to go belong what was possible, now magic gets more everyday necessity vibe. (I guess IRL it parallels what computer have become- a luxury and wander to everyday nececity)
Just my two coppers.
Last edited by Luce; Tuesday, 20th November, 2012 at 07:38 PM.
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Tuesday, 20th November, 2012, 08:09 PM #2
Myrmidon (Lvl 10)
You know, I don't think I've ever seen an experienced, adult RPG player describe a recent gameplay experience as possessing a "sense of wonder", in any system, including old editions of D&D.
I don't think "sense of wonder" has anything to do with game mechanics or design. It's rose-tinted nostalgia for childhood where mechanics quite literally didn't matter, because kids are perfectly happy with pure make-believe. "Sense of wonder" happens when the world is a mystery because the processes used by the DM to run it are a mystery.
But I think, as RPG players get older and more experienced, that mystery simply doesn't work any more. We see past that. Succeeding or failing at things simply because the DM said so loses any meaning. Lack of coherent rules makes trying to plan frustrating and meaningless.
To be clear, I'm not making any statement on the relative merits of editions of D&D, but rather on the lack of usefulness of "sense of wonder" for evaluating game systems. It's tangential to mechanics, and inextricably tied up in our own very personal experiences and expectations.
Tuesday, 20th November, 2012, 08:36 PM #3
Superhero (Lvl 15)
Last edited by howandwhy99; Tuesday, 20th November, 2012 at 10:20 PM. Reason: dumb spelling mistake
Tuesday, 20th November, 2012, 08:47 PM #4
Myrmidon (Lvl 10)
I'm not sure what "anticipation based on prior experience" means, or what it has to do with my post.
Tuesday, 20th November, 2012, 09:00 PM #5
Superhero (Lvl 15)
Just take it on the understanding it has to do with one's sense of wonder, something your use of quotes makes clear you hold in contention.I'm not sure what "anticipation based on prior experience" means, or what it has to do with my post.
Tuesday, 20th November, 2012, 09:27 PM #6
Myrmidon (Lvl 10)
And even if not told up front, it's enough that the game has rules to be discovered, adapted to, and exploited.
And puzzle games usually are played with the rules and objective known up front. Or at least, very readily apparent within minutes of play.
When you win a video game, you win because you were skilled enough to accomplish the challenges setup by the programmer, according to the predefined rules setup by the programmer.
In contrast, the DM need not behave according to any rules at all. They can make decisions on any completely arbitrary basis. And if they do so, in that environment, a "success" in any roleplaying situation is not due to any sort of skill or wise decision-making. Increased chance of success comes from meta-gaming, and guessing how the DM will behave, not by engaging with the game world.
But a DM running the game with a game system can run a meaningful game by using game mechanics to resolve situations instead of fiat.
My use of quotes was to indicate that I was quoting you.Just take it on the understanding it has to do with one's sense of wonder, something your use of quotes makes clear you hold in contention.
Tuesday, 20th November, 2012, 09:50 PM #7
Superhero (Lvl 15)
I disagree the DM does not behave according to rules. In fact, that's pretty much all a refereeing DM is allowed to do. They don't make decisions, they seek to avoid bias. It's all about the rules behind the screen, which don't have to be designed by the DM at all. And especially if they aren't, guessing how the person running the rules would have designed them, what you call meta-gaming above, is to the players' distinct disadvantage.
And while I agree with your last line above, I disagree that game mechanics are antithetical or even tangential to wonder, cannot be designed to impart wonderment, or even need to be known by the players to be rules at all.
I was referring to your use of them for Raven Crowking's now long overplayed Sense of Wonder.My use of quotes was to indicate that I was quoting you.
Tuesday, 20th November, 2012, 09:53 PM #8
Grandmaster of Flowers (Lvl 18)
Ironically, D&D was most popular during the 1e era when it was a cartoon and action figure line.
5 Minute Workday my D&D/Pathfinder Webcomic and Blog, new comics every Tues/Thur. www.5mwd.com
Tuesday, 20th November, 2012, 10:15 PM #9
Myrmidon (Lvl 10)
I'm not saying that DMs inherently don't use rules. I'm saying that they don't necessarily use rules. Whereas video games, by definition, are strictly driven by rules at all times. It's essentially inevitable that a DM will need to use fiat (that is, decisions made not on the basis of game rules) from time to time, if not frequently).I disagree the DM does not behave according to rules. In fact, that's pretty much all a refereeing DM is allowed to do. They don't make decisions, they seek to avoid bias. It's all about the rules behind the screen, which don't have to be designed by the DM at all. And especially if they aren't, guessing how the person running the rules would have designed them, what you call meta-gaming above, is to the players' distinct disadvantage.
I find it hard to imagine rules that are both simple enough that a DM can consistently apply them himself, and complex enough that players can't figure them out rather quickly. And I don't think obfuscating the rules is a good thing, anyway, as the rules are a players only real means to impact the world they're playing in, without appealing to fiat. I don't see a good reason to make them guess about what their options are.And while I agree with your last line above, I disagree that game mechanics are antithetical or even tangential to wonder, cannot be designed to impart wonderment, or even need to be known by the players to be rules at all.
I think specifics might be useful: can you recall a specific gameplay experience within recent memory which imparted a "sense of wonder" to you? What gameplay mechanic helped enable that feeling?
I don't know who Raven Crowking is, or what he has to say about Sense of Wonder. I was just quoting the OP's terms.I was referring to your use of them for Raven Crowking's now long overplayed Sense of Wonder.
Tuesday, 20th November, 2012, 10:39 PM #10
Minor Trickster (Lvl 4)
"Sure, I will kill him myself." While not what the programmer expected, the NPC cannot be killed, is in your party when you get to X. Quest done.
"Bring me that kender alive." Go find kender, kill kender, carry body back, resurrect. Done. Bit expensive but much better then enduring a long journey with kender in tow.
Video Games can have bugs and exploits. Hex editing saves anyone?
In contrast a DM being there in person is more likely to be able to adjudicate spontaneous solutions.
"Bring me the head of so and so general." -> Sure, along with the rest of his living body and an army for just deserts.
"Make sure he stops breathing" -> Do I have a necklace of adaption and if not where can I get one fast?
I would agree that a well written game can make a DM role as a referee easier, I just consider too much rules can be detrimental to the DM's ability (due to set expectations) to customize the game to his group in attempt to provide better experience (fun). Now what that limit is can vary from group to group.
What I am trying to say is that RAW is not the only way to have fun. In fact while i find the rules as a great place to start eventually I like to make the game my own by introducing my own (personal and group) idiosyncrasies in the rules.
I do however feel that we are getting sidetracked from the points I was trying to have a discussion on:
How has the game changed in the process of becoming a staple?
The article contents that there are changes and that EGG in '79 states:
"Americans have somehow come to equate change with improvement. Somehow the school of continuing evolution has conceived that D&D can go on in a state of flux, each new version ‘new and improved!’ From a standpoint of sales, I beam broadly at the very thought of an unending string of new, improved, super, energized, versions of D&D being hyped to the loyal followers of the gaming hobby in general and role playing fantasy games in particular. As a game designer I do not agree, particularly as a gamer who began with chess….I envision only minor expansions and some rules amending on a gradual, edition to edition, basis"
Personally I do think the game has strives to improve from one edition to the next. However, at the same time I also feel that the direction of the game has changed. There are multiple factors driving the change:
the Internet, society becoming less fundamentalist, change in fantasy tropes and emergence of new ones, different classics. For example, I find 2ed closest to my ideal not because it is the perfect game but because it fit closest out of the box with the feelings I get from the novels that had most influence (imprinting even) during my early teens.
Last edited by Luce; Tuesday, 20th November, 2012 at 11:16 PM.