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D&D 5E What are the Roles now?

Imaro

Legend
Going from purely personal anecdote though, my experience certainly mirrors Aenghus' and NeonC's. Once I started playing far less competitive and competitively with the players, collaborative authoring became a lot more viable and made for a far better game.

Yes and I've run into players that want and push for competitive games... even to the point of competing with each other (stealing from, tricking, backstabbing and even at times attacking each other)... I doubt they are good candidates for a collaborative authoring game regardless of how non-competitive the DM is.

EDIT: In other words the reason I agree with Aenghus but not with Neonchameleon is that Aenghus acknowledges that if he had more gearhead or competitive players they probably wouldn't be a good fit for a collaborative game... instead of claiming it's just the DM's lack of investment making them unsuitable for said game.
 
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pemerton

Legend
the idea of a player running a religious character adding to the background of their religion is very much cool and encouraged. But within the context of this conversation it is critical to keep in mind that much about that religion is already known.
By whom? How?

In my 4e game, the details of the Raven Queen's desires and religious practices were not already well known. They have been authored, by various players and the GM, over the course of the campaign. This has not reduced anyone's immersion, and as I explained upthread has in some cases helped foster that immersion.

Perhaps it would not foster immersion for you or your players. But that does not mean it does not foster immersion for others. Which is my point: that there is no general connection between "player authorship" and a lack of immersion in character.

The new information must have some reasonable fit with the established narrative and, once accepted, is part of the story for future events and even campaigns. You present this concept as if there is a blank slate at the start of every session.
I don't see how I do this at all. Where did I say or imply this? More generally, how do you think player authorship works, if you think by pointing out the importance of coherence with established fiction is pointing to something that is opposed to player authorship?

You repeatedly reject the claim that you restrict players to things their characters can do. I state that a great deal of fun comes expressly from doing this.
And I don't dispute that you know your own experiences. But "immersed in character" is not synonymous with "is an RPG experience enjoyed by BryonD". If your claim is that player authorship spoils your immersion, presumably that's true. But that wasn't what you posted - you said that player authorship undermines character immersion, and you reinforced the universal element of your claim by telling posters who disagreed with your claim that they were experiencing "story immersion" (whatever that is) rather than "character immersion".
 

Hussar

Legend
I'd also point out that context matters here. The whole Paladin Warhorse thing came about after a discussion that claimed that AD&D lacked any player authorship elements and that these were added much later in the history of the game. I (obviously) disagreed. I'd call the Paladin Warhorse thing a very early attempt at player authorship written by people who hadn't really given it a whole lot of thought. It's not exactly full blown story gaming by a long shot, but, it has most of the elements. IMO.

A better example would be 3e's Leadership feat. In this case, the player takes the feat and gets to choose his own cohort. ((Yes, the DM can veto stuff, but, that doesn't make a difference, the player still gets to claim specific cohorts with the expectation that reasonable requests that follow the rules will be honoured)) To me, this is pretty much pure player authorship. I turn Level X, take a feat and declare that I now have a fiercely loyal follower of Y race and class.

Would that qualify?
 

Imaro

Legend
I'd also point out that context matters here. The whole Paladin Warhorse thing came about after a discussion that claimed that AD&D lacked any player authorship elements and that these were added much later in the history of the game. I (obviously) disagreed. I'd call the Paladin Warhorse thing a very early attempt at player authorship written by people who hadn't really given it a whole lot of thought. It's not exactly full blown story gaming by a long shot, but, it has most of the elements. IMO.

A better example would be 3e's Leadership feat. In this case, the player takes the feat and gets to choose his own cohort. ((Yes, the DM can veto stuff, but, that doesn't make a difference, the player still gets to claim specific cohorts with the expectation that reasonable requests that follow the rules will be honoured)) To me, this is pretty much pure player authorship. I turn Level X, take a feat and declare that I now have a fiercely loyal follower of Y race and class.

Would that qualify?

I don't have the exact feat handy to look up but this definitely sounds closer to what I picture authoring to be. Unless I am misunderstanding, the player is actually creating the cohort... as opposed to the cohort being something the book defines and the DM creates the details of.
 

Hussar

Legend
I don't have the exact feat handy to look up but this definitely sounds closer to what I picture authoring to be. Unless I am misunderstanding, the player is actually creating the cohort... as opposed to the cohort being something the book defines and the DM creates the details of.

That's my understanding of how it works and this is how we played it.

So, if I understand right, your issue is one of degree rather than kind. The paladin doesn't get to dictate what his mount will be, so, he's not authoring, just engaging in a rather lengthy summoning spell, but, using the Leadership feat is authoring because he gets to dictate (for a given value of the word dictate) what his cohort will be. Is that fair?
 

Sadras

Legend
@Sadras, the judicial system is set up to deal with jerks. I try not to play with jerks at my table. And the stakes are comparatively minor.

  • First, off the stakes were not the issue.
  • Secondly, I also try not to play with jerks at my table.
  • Thirdly, judicial systems do not only deal with jerks, but settles disputes even between reasonably decent people - business partners, husband/wife, family...etc

Going from purely personal anecdote though, my experience certainly mirrors Aenghus' and NeonC's. Once I started playing far less competitive and competitively with the players, collaborative authoring became a lot more viable and made for a far better game.

You have repeatedly mentioned this on Enworld and I have taken this to heart. So in a 2e game I was asked to run I have DMed far more objectively, attempting to remove any aspect of a competitive tone . There is no player authorship as yet, but the experiment I'm running is to attempt to convert a competitive and adverserial player to not be one. So far, three sessions in a relatively sandbox campaign, this adverserial player has complained about my use of a Sleep spell on the party (in order to run a modified BECMI adventure - The Great Escape) and with zeal audited the opponents in one of the encounters.
It is still early days, to be fair, but given my knowledge of this individual, I firmly believe this player cannot be changed to be less adverserial to the DM. It is players such as this one that make me hesitate to include another possible 'complication' such as collaborative authoring into our roleplaying. Despite this minor instance of negativity the game so far has been a success.

What is interesting though, is that this player has noticed that the person who seems to be generating the most enjoyment from our game, is another player who roled the lowest stats (abilities and hit points). He finds this quite bizarre, but has no answer for it.

EDIT: In other words the reason I agree with Aenghus but not with Neonchameleon is that Aenghus acknowledges that if he had more gearhead or competitive players they probably wouldn't be a good fit for a collaborative game... instead of claiming it's just the DM's lack of investment making them unsuitable for said game.

100% agree here.
 
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Do you even remember the original statement you made that was refuted? The one below...

That was objected to rather than refuted. And that I stand by. If you want a good challenge centric game you don't treat the players like adults any more than a football (any form) referee treats the players like adults. If you want character immersion rather than fiero or flow you do.

I am claiming it is impossible to be immersed in something you are not doing.

And I am pointing out that if you say "I look round the room" you are not doing that. Therefore by your definition you can not be immersed in it. If you say "I attack him" you pick up dice. By definition you can not be immersed in either the attacking or the dice rolling. In fact by your definition you can literally never be immersed in a tabletop RPG that is about anything other than sitting round a table talking and rolling dice.

I therefore find your proposed boundaries utterly meaningless. On the other hand working through your post I have been able to work out where you are coming from - even if there are adequate words in the English language (flow and fiero) to capture this and that don't cause the confusion with the character-immersion (sometimes called Bleed) you also see in RPGs and that is my default understanding of the term as applied to RPGs.

What allowing the players to author the fiction does is allows them to behave much more accurately to what someone there would do than otherwise. To illustrate:

When I walk into a bank, it takes me a second or two

Case 1: "I look round the bank. DM, what do I see?" The player then stops moving and waits for thirty seconds for the DM to describe things. "So the information desk is on the right hand wall? And there is a door behind it? Are any of the staff waiting in line parents? Where exactly are the security cameras positioned? Could you draw it on a map? Does the main door open inward or outward? Is anyone in the bank line carrying a wide open handbag? Where are they exactly in relation to the cameras?"

Case 2: "I walk into the bank and glance round, noting the position of the security cameras. I then, keeping away from the baby buggy, walk round the line of people waiting to deposit their checks, drop the package in the open prada handbag carried by the posh pearl-wearing lady, and head calmly and confidently past the information desk into the employee area as the confusion starts."

The plan is simple. The PC wants to get into the employee area of the bank and they've decided to do it by creating a distraction as they simply walk through. The details of the diversion involve a can of coke and a packet of mentos primed to go off, creating a fairly spectacularly irritating but non-violent mess to draw attention with plausible deniability. It's a flexible enough plan that the exact implementation doesn't matter. As long as the bank is relatively full (and you can know it will be by time of day) there is almost certain to be a good patsy and you should be able to spot them in a second or two. And the security cameras are a pain but easily spottable.

In case 1 you are spending a couple of minutes on descriptions of the bank, turning the part of the operation that will take you personally a couple of seconds at most into a game of questions that lasts at least a couple of minutes. To me decompressing two seconds into an awkward two minutes is utterly non-immersive.

What is going on in Case 2 is that you are describing what you see in your mind's eye. Which is a lot closer to what happens when you look round a bank (seeing things with your real eyes) than turning to your companion who is being your eyes and ears for you and asking them to tell you what they see. Seeing things is not a power you lack. Describing and responding to what you see is not a power you lack. And what your power of player authorship allows you to do is actually see things where you would expect to find them.

Case 2 is therefore far closer to what I consider an immersive experience. It is however immersive in an emotionally involving sense rather than a challenge-centric one.

As I said to you, I make no dispute in your sense of immersion in the game and narrative. I can become completely immersed in a novel. And clearly I'm not sensing the same feeling as the idea of being in character and dealing with situations using only the abilities and resources of that character. And neither is the same as playing a character but having abilities to change how a situation is resolved that their character does not have. And as I said to P, if you don't like to word "immersion" pick something else. To me it is the correct word.
It is untrue and ridiculous to claim you can be immersed in something that you are actively rejecting doing.

First "immersion" might be the correct word to you - but there is a lot of theory of games that provides useful and unambiguous words for skillfully overcoming challenges by use of limited resources at a high degree of skill. Fiero and flow. It is clearly and obviously a confusing word as several of us use it to mean character immersion - thinking and feeling as your character does. Which is both something that has no terminology outside RPGs (because it is this aspect that make RPGs distinctive) and something that is to me implied by the word immersion. I therefore suggest that you pick something else.

And you are not understanding what you are doing. Asking questions of the DM is not a power or resource you have in the real world. Therefore by your definition of immersion you can not do it. Seeing things and responding to what you see is a power you have in the real world.

And I'd say that your method of immersion (responding to the DM's descriptions) is much closer to immersion in a novel than creating emotional links with the setting, seeing things in your mind's eye based on everything that has gone before, conveying what you see, and responding to everything seen. While seldom having to use the power of "Stop and ask the DM" when your character would know what to expect.

Indeed if I assume that you are talking about immersion in exactly the same sense as reading a novel, with the DM replacing the pages and stepping outside the box is ... problematic, and I am in the indy RPG sense of "bleed" where I feel what my character feels (and indeed my character's emotions cross over to me in the real world), everything makes perfect sense.

(Note: Before you suggest I start using bleed, bleed refers specifically to your character's emotions and thought processes spilling over to your real world ones. Therefore it is not an applicable term).

Eh, I'm not buying the "exploiting" myself. But, trying to look at it from your point of view, that may be exactly the right word to communicate the point. The thrill of success comes from knowing this character achieved this in a way that I can vicariously say *I* achieved it as-if in his shoes.

Now I know that we are talking about different things here when we talk about immersion. Your description, including the word vicariously, is precisely the same description that can be used to describe a keen sports fan watching a sports game. And despite the fact you are not actually even personally playing you feel as if "we" achieved the triumph. To me immersion is bleed. I move as my character moves. I feel as my character feels. I think as my character thinks. I act as my character acts. And one thing very few characters actually do is stop and ask the DM questions

So if you do something that you couldn't do in that guy's shoes then you have "cheated". Again, that tone doesn;t describe how I feel it, but it kinda works. The obnly thing you ahve really cheated is yourself out of the opportunity to achieve "as that guy".

You are missing the point. In your description you are aiming after a mix of gamist fiero and the sense of achievement of a sports fan. Arguably that of a successful boardgamer. Me, I'm aiming with immersion to get inside my character's head and match myself to them (which on one occasion has been deep enough that first my character turned out to be bulimic entirely to my surprise and then the next day I contemplated it).

Interesting point. But I don't agree that this steals from the ability to solve problems "as that guy". I had not thought about it, but we did have a PC become blind for quite a few sessions several years back. I do recall a notable amount of side conversation dedicated to capturing that feel. I'd point out first that the PLAYER drove this restriction far more than I did and second that this level of micromanaging a situation was very much an outlier.

Of course the player drives the restrictions when going for emotional investment. This is normal.

I'm fairly sure this is now already covered. You are certainly immersed. But you are not immersed in anything you reject doing. Please suggest another word that adequately captures the point.

A mix of flow and fiero work for you. You're describing the same form of immersion as in a chess match or video game. Almost in the same words other than when you use the word "immersion". Please use the mainstream words that adequately capture your point rather than terminology that's RPG specific and clearly confusing.
 

Aenghus

Explorer
Yes and I've run into players that want and push for competitive games... even to the point of competing with each other (stealing from, tricking, backstabbing and even at times attacking each other)... I doubt they are good candidates for a collaborative authoring game regardless of how non-competitive the DM is.

EDIT: In other words the reason I agree with Aenghus but not with Neonchameleon is that Aenghus acknowledges that if he had more gearhead or competitive players they probably wouldn't be a good fit for a collaborative game... instead of claiming it's just the DM's lack of investment making them unsuitable for said game.

I do think some, even most players, have some flexibility and can adapt their playing styles to some extent given a chance(some are more limited than others). I've seen excellent contributions from players, which I know for a fact were made honestly and without ulterior motives, rejected just because the referee concerned was too used to adversarial gaming and distrusting. This sort of thing can really alienate some players and disillusion them or drive them away.

And I've seen the campaigns of more casual players burned down by players more used to adversarial play.

Mismatches of playing styles are problematic, but many can be solved with clear communication (which may involve walking away).
 

Jacob Marley

Adventurer
That's my understanding of how it works and this is how we played it.

So, if I understand right, your issue is one of degree rather than kind. The paladin doesn't get to dictate what his mount will be, so, he's not authoring, just engaging in a rather lengthy summoning spell, but, using the Leadership feat is authoring because he gets to dictate (for a given value of the word dictate) what his cohort will be. Is that fair?

The 3.5 Leadership feat does not allow the player to dictate the cohort. It specifically says so on page 106 of the Dungeon Master's Guide under attracting cohorts. The player can try to recruit a specific cohort but the DM determines the details.
 

pemerton

Legend
if I understand right, your issue is one of degree rather than kind. The paladin doesn't get to dictate what his mount will be, so, he's not authoring, just engaging in a rather lengthy summoning
A brief intervention on this: it is a curious summoning spell that also calls into being an evil fighter of appropriate level and not very far away, complete with (presumably) parents, a childhood history, a weaponsmith who forged his/her sword, etc.

If a character casts an actual summoning spell, and the GM decides that there are no celestial eagles or Type I demons or whatever (they're all dead or on holiday) then s/he is entitled to say that the spell casting fails. This might be bad GMing (depending a bit on context), but the player's attempt to summon by way of spell-casting does not in and of itself guarantee the existence of the desired creature. Rather, the game assumes by default an endless supply of celestial eagles, Type I demons, etc (and that is part of the reason why, I think, 3E summoning spells changed to summoning only extra-planar creatures, because this made the assumption of an endless supply easier to make).

The paladin class ability is quite different in these respects. For instance, there is no default assumption that the countryside is littered with 5+5 HD magical heavy warhorses guarded by level-appropriate evil fighters!
 

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