D&D 5E With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base

Imaro

Legend
3.5 was far more then the inclusion of errata and additional classes. You can pick up pre-essential books and post essential books and use the content interchangeably. Trying that with 3.0 and 3.5 involved some conversion/adaptation. Skill name changes, totally revised classes.

You can, happily, have a mix of essential and pre-essential classes run together. The changes from 3.0->3.5 were far bigger than 4e->essentials.

When did characters become the gold standard for a new edition? As I stated earlier there are a ton of games where characters from one edition can be played in another edition. Also, who decides what revisions are large enough to constitute a new edition? The designers apparently didn't think 3.5 waranted being a new edition yet posters like neonchameleon continue to spread mis-information and then in turn don't want the same standards applied to their edition of choice. Finally, there is conversion/adaptation involved between using the original corebooks and essentials (monster math/skill DC's/stealth rules/etc.)
 

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JamesonCourage

Adventurer
(And for the record if you're going to use a boardgame, please don't use monopoly unless you mean to use a terrible one).
I'm all for leaving out mentions of board games within the context of 4e (or 4e players) for the sake of non-escalation, but why the Monopoly hate? (Or Life? Why does everyone hate Life? I'm a doctor! I got twins! I got a boat! How is this not awesome?!)
 

Imaro

Legend
Essentials didn't lead to the 4e PHB being pulled off the shelves. It's mostly a couple of splatbooks with delusions of grandeur - imagine if the full D&D rules had been included with the Tome of Magic and the Book of 9 Swords. That's pretty close to Essentials. So no, the situations aren't analogous.

Huh?? That's weird I could still buy 3.0 corebooks after 3.5 was released.
 

ForeverSlayer

Banned
Banned
3.5 was far more then the inclusion of errata and additional classes. You can pick up pre-essential books and post essential books and use the content interchangeably. Trying that with 3.0 and 3.5 involved some conversion/adaptation. Skill name changes, totally revised classes.

You can, happily, have a mix of essential and pre-essential classes run together. The changes from 3.0->3.5 were far bigger than 4e->essentials.

We never had a problem with using 3.0 and 3.5 material.

Give us an example of the difficulty that you had.
 

I'm all for leaving out mentions of board games within the context of 4e (or 4e players) for the sake of non-escalation, but why the Monopoly hate? (Or Life? Why does everyone hate Life? I'm a doctor! I got twins! I got a boat! How is this not awesome?!)

Because Monopoly is based on a game that was literally designed to be not fun. It was designed to show how injurious a monopoly was to everyone else involved.

And without going into pre-history of Monopoly, there is a fifteen minute cutthroat game inside Monopoly when you decide who gets which sets through auctions and trading. The average game of Monopoly lasts about two hours - of which about half an hour is a very heavily luck-dependent setup to this fifteen minute game, and for the remaining hour and a quarter the game is almost entirely out of the control of the players and results in everyone other than the eventual winner getting slowly crushed.

It's this last part that's the bad part. To spend an hour getting slowly and inexorably crushed* is simply unpleasant and gets people annoyed and quarrelsome, which means that Monopoly is the second most likely boardgame to ruin friendships (the most likely, of course, is Diplomacy because that's a game about stabbing all the other players in the back).

And then there's Family Monopoly. Family Monopoly has rules like Money For Free Parking, rent free spaces, and other such "nice" rules - all of which have one effect. To make things less vicioius and therefore make the game longer. The fundamental problem with Monopoly is the hour everyone except the winner spends getting crushed, which isn't very fun. Making the game longer turns the one hour of the majority of the table getting inexorably crushed into two.

Life/The Game of Life on the other hand is anathema to gamers because, to put it bluntly, it's reskinned Snakes and Ladders. (More modern editions simply have more of a skin). You go where the dice tell you and do what they tell you with limited player involvement and decision making. The only thing you can really do is use a series of arbitrary events to tell a story - which means storytellers normally dislike it for being a boardgame and gamers normally dislike it for not being much of a game. Kids on the other hand often like structured stories and simply going for it.

* Barring spectacular luck which is outside the players' control, and kingmaking in which one player turns over all their resources to a second because they want to make the inexorable defeat go another way - even more annoying because even the winner feels dirty for hanving won.
 

Lwaxy

Cute but dangerous
Now I'm not saying the game IS monopoly or that the game IS like a board game. I'm just saying that your commitment level and attitude is similar. That's all.

To all:

You can't know what kind of commitment or attitude others have. It's the ass-u-me issue. :uhoh:

We all make the mistake sometime to speculate about what others might think or why they do stuff, but edition discussions are a particularly bad place for it. It almost always comes down to edition skirmishes, if not out right wars - has happened to me before because I wasn't thinking when posting.

So please everyone, if you want to explain how you feel about something edition related, it's best to preface with "to me it looks like" or "in my view" rather than making a statement that looks like you claim fact.

It may seem obvious to you that it is just your opinion but others can't read your mind either ;)
 

JamesonCourage

Adventurer
Because Monopoly is based on a game that was literally designed to be not fun. It was designed to show how injurious a monopoly was to everyone else involved.
Who cares what it was designed for? It's a fun game! Told you everyone is down on Monopoly...
the game is almost entirely out of the control of the players and results in everyone other than the eventual winner getting slowly crushed.

It's this last part that's the bad part.
But... but... that's the best part...
Life/The Game of Life... You go where the dice tell you and do what they tell you with limited player involvement and decision making.
Yes! That's quite a bit of fun. I mean, it's not what I want out of an RPG, but that's fine in a board game. Told you everyone hates Life, too.

Maybe I'm just fine with most board games, whether it's complex Euro-games, or simple children's games. They're all fun, but certainly in different ways. But hey, you did go quite in depth into explaining the hatred of those board games, so that's cool, I guess ;) As always, play what you like :)
 

pemerton

Legend
I think in classic D&D, it's quite frequent to step back from character to some degree and try to reconcile X to Y. I think that "not roleplaying" (your phrase, not mine) refers to not seeing X or not caring about X relative to Y.

<snip>

So I'll infer that "less immersion" is when the player is primarily motivated to do Y and doesn't have any X in mind. I think that's when the danger of "dissociation" feeling comes in.

<snip>

I feel like I'm doing "less roleplaying" when there's a whole lot of Ys and a whole lot of glossing over the Xs.
Using the terminology that I posted here, doing Y without having any X in mind is pawn stance. Arguably, that is when RPG play has started dropping away and board game play has commenced, though it will depend a bit on the details. Deciding to join the party, in D&D, is perhaps best seen as part of the set-up rather than play itself. And in many games that involve strong GM force, taking the GMs adventure hook (which often involves pawn stance, or the thinnest veneer of PC-motivation-rationalisation) is also best seen as part of the set-up.

But constant pawn stance once the scenario is in motion can definitely be an issue.

But what Justin Alexander is complaining about is, as far as I can tell, not pawn stance. On the player side, he seems to be complaining about director stance, or about mechanics that don't involve stance at all (eg because they're pure metagame and don't have any direct bearing on the content of the fiction - rolling for initiative would be an example). On the GM side, he seems to be complaining about mechanics like the War Devil's Besieged Foe:

Minor action, at-will, a target within line of sight is marked by the war devil, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.​

I've never played M&M, but I understand it has a mechanic whereby the GM can introduce a complication that adversely affects a PC, but to do so must give the PC a fate token. (Other games have similar mechancis). Besieged Foe is capable of being interpreted in a similar way, as a pure metagame mechanic: when the GM has a War Devil on the table, s/he can complicate things for the PC - the PC becomes "besieged" because the allies of the War Devil get a bonus to hit him/her, while s/he (due to being marked) has a penalty to hit anyone but the War Devil - but the trade off is that, to do this, the GM has to expend a resource, namely, a minor action from the War Devil's action economy.

Alternatively, Besieged Foe can be played as a "fortune-in-the-middle" effect - when the War Devil uses the power something happens in the fiction (a curse, a command to allies, etc) but what exactly that is has to be narrated on a potentially different basis each time the power is used. Played this way, the power would be similar to the Baleful Polymorph I described upthread, where my player narrated its duration as reflcting his god's freeing him from the effect.

However Besieged Foe is played, it is not an issue of stance. Nor of "Xs without Ys". Justin Alexander's concern seems to be that there is no provision for fictional positioning - but if the power is played as fortune-in-the-middle that's not true (some fiction will be narrated), while if it is played as pure metagame than that's not a problem. In M&M the player can't leverage fictional positioning to stop the GM to introduce a complication either, because the event is not one in the fiction - it happens entirely at the metagame level.

Unless we know the personality, motivations, goals, etc. of the character being played... the action of swinging on a chandelier can't automatically be proclaimed as author stance as opposed to actor stance.
Agreed. But I think Hussar is correct that it often is - that players of fantasy RPGs often have their PCs do things because they're cool, rather than because they're "in character".

Your experience may differ, of course - all any of us can do here is try to generalise fairly from the experiences we've had.
 

Crazy Jerome

First Post
In short, I feel like I'm doing "less roleplaying" when there's a whole lot of Ys and a whole lot of glossing over the Xs. And it's only "dissociated" when the nature of the mechanics (plus the presentation) isn't helping any with the immersion.

I don't know if I articulated that properly. It's strange analyzing the psychology of this.

EDIT: Oh, and I figure "dissociation" is best used to describe a feeling, not a thing

Way back when that essay was new, long before that big topic that pemerton linked to, possibly on another board (I don't remember exactly), I made the claim that "disassociation" was nothing but a poorly chosen word (with bad baggage) to mean roughly that it interfered with the speaker's immersion.

I'm curious, given what you said in the quoted post, if you can find any useful role for "disassociation" distinct from "not immersive"?
 

Emerikol

Adventurer
To all:

You can't know what kind of commitment or attitude others have. It's the ass-u-me issue. :uhoh:

We all make the mistake sometime to speculate about what others might think or why they do stuff, but edition discussions are a particularly bad place for it. It almost always comes down to edition skirmishes, if not out right wars - has happened to me before because I wasn't thinking when posting.

So please everyone, if you want to explain how you feel about something edition related, it's best to preface with "to me it looks like" or "in my view" rather than making a statement that looks like you claim fact.

It may seem obvious to you that it is just your opinion but others can't read your mind either ;)

I think I need to clarify this and I did caveat it a lot I thought but let me try again.

I DID NOT say 4e was a board game. I was just saying that there are people who perhaps view sitting down once a week or twice a month to a D&D game as similar to sitting down to any other game. Meaning they enjoy it but to them it's just a game. I don't become immersed in most games. I gave monopoly as an example because I like monopoly. But I don't really think of myself as a real estate mogul when I'm playing monopoly. Its a set of rules. Chess would be another example. I don't imagine my knight riding his horse into battle when I make a move. It is a piece. I know what it can do and I move it according to the rules. I don't think about immersion.

Now those may be extreme examples. I'm just saying that some people seem to approach D&D the same way. Their character is a piece with options and they move it about in the game. This is a continuum in rpgs too so it's not like you are or aren't doing this. The degree you do it is along a scale. I believe that almost all encounters games fall into this way of thinking. Its why I think encounters is a very bad intro to D&D. IMHO.

For me though I prefer a game where the players are much closer to their characters. They are living in the world. They are acting as their characters and making decisions. They think like their characters in that they believe the world is a harsh place and they could die easily. They plan, they prepare, it matters. Thats just my preference.

Perhaps commitment was the wrong word. Perhaps it is commitment only along this axis. So just saying commitment as a broad sweep is too much. Perhaps I should say commitment to in world immersion.

As I've said here and elsewhere. If you are having fun, then you are succeeding. I "think" that in a good game of D&D (good for me) I am having fun on a level I find rarely in any other recreational activity. In a poor game, I don't get much out of it because I could play that way in games better suited for it. So I strive to carefully find players who want what I offer as a DM or if playing I'd seek DMs offering what I desire.
 

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