IceFractal said:
For instance, 4E monsters - they are generic enough they can be easily reflavored to fit your needs. So if you know you want fire-breathing wolf monsters that attack the PC in a medium-sized group in open terrain, you can simply find a monster of the appropriate level and role and flavor as needed. But conversely, it's hard to draw much inspiration from a monster's stats - you can't look a demon, see what it can do, and use that for an idea of what plans it might try, as you could in previous editions.
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I can definitely see where Kamikaze Midget is coming from - for a campaign that's more about exploration than nonstop action (combat or otherwise), having rules that wait for you to give them purpose can make the DM's job a lot harder.
Hey, he gets it!
That's it right there. The disconnect is something that is deeply unsatisfying for me, just as it is when I can't say "no" to the quest-giver in a computer RPG. And while it's certainly possible to overlook it, in moderation, with enough other shiny things going on, I find that for me, D&D 4e makes it too obvious and necessary by butting a bigger wedge between mechanics and story than there was before.
LostSoul said:
First thing you should do is describe what you mean when you say "story" in RPGs. Does that mean the DM telling a story to passive players? The players playing PCs as protagonists, the DM providing opposition? All players as co-DMs / authors, not really getting into character? There are lots of ways to take it.
Well, this is part of the issue -- I think that D&D should be telling me what that means. What "story" means in an MMO is different from what "story" means in a linear "push X to advance the plot" style RPG, which is different than a "branching paths" approach like PS: Torment, but they all tell you what they mean by that. Whatever D&D means, it should provide the tools to play that way.
I'm using "story" and "flavor" pretty interchangeably here, myself. I think this is in line with the quote where, if you choose to do one thing, something different will happen than if you choose to do another thing, and that difference will help tell you what the game is all about.
* Character creation. You create characters who are good at what they do. It's hard not to.
* Quests. Mechanical support for story, as in "What does the protagonist want?" Rewards for playing an interesting character.
* Systemized, abstract, complex conflict resolution mechanics. Hit Points don't mean much except how much fight you have left. Words can cut as deep as a sword.
* Systemized, abstract, complex conflict resolution mechanics, Take 2. Also known as skill challenges. This sub-system puts the characters into motion: a goal to reach, skills to get them there, and a systemized way of knowing when it's over. Needs work on how to use it, but I like it.
* Helpful advice on how to improvise. Page 42. Don't need to say any more.
* Helpful advice on how to create fit adversity. Also known as creating encounters and monster creation by level and type.
Take all of that together, what do you have?
Conflict resolution mechanics and conflict generation mechanics. Which do give you the heart of drama, but they aren't directed toward any purpose (aside from, debatably, generating more conflict).
What's the point of all this killing things and taking their stuff? Why do it? And how do you do it? Does how you do it matter? Does the fact that I kick a goblin in the leg or punch him in the face or shoot him with a spell have any difference, after I'm done with it? Are there any consequences? A game is better when it can weave these mechanics into something overreaching. Some greater effect.
Is D&D 4e supposed to be 300? Where are my rules for dramatic speeches and rocking soundtracks and walls of corpses? Is D&D supposed to be Die Hard? Where are my rules for jets and trucks (or the fantasy equivalent thereof), my rules for playing "normal joes" who just get a little bit tough? What is this trying to accomplish?
As it sits, rules for conflict generation and conflict resolution only accomplish the conflict grind, and WoW does that with prettier graphics and less hassle. I guess that is a certain something, but it seems awfully empty to me -- I think the game could be so much better if it had a reason for these conflicts, something they were working towards, and something that the mechanics of the conflict actually supported them working towards.
Mostly I think that because I enjoy a game that has a specific agenda and feel more than I enjoy a generic game that you insert your own plotline into and it plays the same regardless.
Obryn said:
And magical 'ammo'? I don't remember any edition of D&D where a good night's rest didn't get all that back...
I'm glossing over a lot of the post because it argues specifics when I'm arguing generalities, but this touches on the generalities, so I'm calling it out.
A good night's rest, in any edition, fixes all your magical bullets back in their holster.
That's part of the reason why D&D doesn't seem like a "dungeon survival" game to me. I don't see characters starving (though there are rules that I'm a goober and missed), tiring out from making sword blows, breaking their weapons and armor, eating rats cooked on a spit, and struggling to light a fire with damp wood. You can make it that to a certain extent, sure, but the rules don't really imply that this is what D&D is about. They just imply the conflict (which, if that's all they WANT the game to be about, seems unusually shallow to me).
The rules don't really tell you to go wear your characters down through gradual resource depletion over the course of weeks and months away from home. If that's what the game is, there are so many things throughout the rules that contradict that feel that you're not really going to get it unless you modify the game. If D&D is trying to be a dungeon survival game, it's not doing a very good job, and it seems to make some blatantly countering choices.
Umbran said:
I think there's a fence between the game and some types of story, and that this has been true for every RPG ever made. If you find the right kind of story, you'll find no fence.
The fence wasn't so much a barrier between me and the story as the mechanics and the story. Tripping an ooze is the same thing as tripping a hobgoblin, the mechanics are the only thing that matters. Generating a monster yields a pile of numbers to which you still need to add characterization and motive.
Versus something like Sanity, which tells you that your character will be slowly loosing their mind. Or Fear/Horror/Madness, which tells you your character will sometimes be helpless against their emotions. Or the Jenga tower in Dread, which tells you that every choice you make might send your whole scheme crashing down and, sooner or later, almost certainly will.
What do the quest mechanics tell me about D&D? That I will be in encounters. What do encounters tell me about D&D? That I will be fighting things in detail, or making skill checks in abstract. What is D&D trying to accomplish? Does it just want me to fight things and make skill checks? Because that seems kind of a dull reason to get 6 people together for four hours on a semi-regular basis, I can't imagine that "just" being the reason. Does it want me to survive in the horrible lands far away from civilization? That sounds cool but why, then, do I regain all of my endurance by taking a nap?
That iron fence of tigers means that the dice I roll aren't going to have an effect on the story I tell. Which, for me, is a lot less satisfying than the dice I roll having an effect on the story I tell.
When I try and trip an ooze, I want something
different to happen than when I try to trip a bugbear, because that helps me tell a story about Trippy McTrippenstein who liked to trip everyone he meets but then met an ooze and had to think of a clever new way around it. I can tell this story alongside the story of Scardey Bill, Trippy's best friend who would always hide behind rocks when the bugbears game along, but then saw his friend in trouble and moved to help him. This is a story about the Power of Friendship, and it reinforces the idea that friends help friends, and it is shown by Trippy and Bill having different abilities to handle the things that both of them will be encountering, so that neither could survive on their own. Hearts are warmed. And if something is about the Power of Friendship, maybe Trippy and Bill will gain combo abilities that work well together, maybe we can track their friendship with a Buddy Score system, and maybe if one of them goes down, the other can hulk out because THAT'S MY BEST FRIEND RAAARGH.
With the iron fence of tigers between mechanics and flavor, it doesn't matter what I'm fighting, I can do the same stuff to it, so it doesn't imply that there's any real story to be told about it except whatever I want to use to gloss over the effect, and whatever I use, doesn't matter.
I want my story (my flavor) to matter.