pemerton said:
tomBitonti said:
What is the difference between not finding the passage (and the passage may or may not be there) and not finding the passage (because it is resolutely not there)? Or perhaps not finding the passage (which exists, just not where the player expected it to be; or maybe it is there but the player isn't skillful enough to find it).
Because one is the result of making a move in the game, and having the dice roll fail; and the other is the result of someone else authoring your failure and telling you a story about it.
Both are the result of attempting a move in the game and failing. In the fiction the result is exactly the same in either instance. At the table the only differences are a) the mechanics behind said failure, and b) the level of knowledge those mechanics give to the player regarding the reason(s) for said failure.
You say this as if differences in mechanics and techniques don't matter! That is, as if all that matters in a RPG is what fiction results.
But that obviously isn't the case. RPGing is about playing a game. Who makes the moves, and how they are resolved, is fundamental to the whole activity.
pemerton said:
In your example, what does the rogue player add to the fiction - nothing except that his/her PC looked around and found nothing. As far as RPGing is concerned, that's the most minimal result a player can achieve by declaring a move - my PC did this thing and nothing interesting resulted from it. I mean, suppose that a RPG session consisted of nothing but that. What sort of session would that be?
Frustrating, and at the same time realistic - sometimes things just don't pan out the way you want them to.
Upthread, you suggested that your approach to RPGing can yield "story now". But here we see one reason why not.
Four hours (or whatever) of
nothing interesting happening from anything the protagonists do is not a story. It might resemble an Andy Warhol movie, but those are deliberate repudiations of story! (And I'm not sure that anyone actually
watches Empire.)
And it's these times of frustration that makes times of success all the more rewarding.
Failure is not the same things as
nothing interesting resulting from what is attempted.
If the player's agenda is for her PC to get rich or to accumulate magic items then you're wide open to this sort of thing.
Silly, perhaps, but legal by the letter of this narrativistic type of system where success on an action declaration cannot be denied.
If everyone at the table knows that the game is not silly, then everyone equally knows that (in the absence of some context, such as searching the home of a fairy) there is no point looking for wands in trees, as there won't be any there.
This repeated concern, from you and now [MENTION=6778044]Ilbranteloth[/MENTION], that the first things players will do who actually have the power to contribute to the content of the shared fiction will be to find gold and items for their PCs, rests on the same illusion as other concerns you've expressed. The gameworld is not a reality. If you don't want a silly gameworld, it's easy to avoid: just don't author one! If you want PCs who are more than just a Gygaxian id, then build and play them.
One of the true appeals of RPGs is that as player you're (in theory) free to try anything, no matter how ridiculous. There shouldn't be any system-based limits on the actions players can declare or have thier PCs attempt.
I don't understand what you are claiming here, or what purported contrast you are drawing.
What's the DC for your D&D character to flap her arms and fly to the moon? What's the DC for a 1st level character to jump into a volcano and survive? What's the DC for your 1st level fighter PC to try and kill ten orcs in one round?
There are all sorts of limits - some imposed by the mechanics, some by a shared understanding of the fiction - on what actions can be meaningfully attempted in a RPG. (The main one that trips people up in classic D&D is stuff like letting fighters move silently with a DEX check, or climb with a STR check, while forcing thief PCs to use the generally weaker percentage chances - even Luke Crane fell into this rookie trap GMing Moldvay Basic,
as he reports in one of his blogs.)
The whole idea of "treasure parcels" just makes it all sound so predetermined in the meta-game...do this much adventuring and you'll get this much treasure. Kind of like a salary for adventurers.
It is predetermined in the metagame. It's a bit like "hit dice" in AD&D: you don't need to earn your hit dice independent of gaining levels - rolling for additional hit points is part-and-parcel of gaining a level.
But unlike classic AD&D, earning levels in 4e isn't a reward (despite the misleading chapter heading in the 4e DMG) -
provided you actually play the game (ie engage with the fiction via your PC) then your PC
will go up levels. The gaining of levels, and the progression through the tiers of play, is a background to the fiction that the game actually focuses on.
Well, it's dull if you want to play a game where the goal of play is to overcome challenges to unlock power ups for your character. It's not dull if you want to play a game that more closely resembles (say) Arthurian legend, or the Iliad, or the Silmarillion, in which equipment is more often a gift or a marker of status, and the goals of the protagonists are to
do stuff with their gear.
Of course a 4e game can have some items like the Silmarils as a focus. But those are not the norm. The norm is closer to the Elven rings of power, or Gil-Galad's spear, or the gifts given by the gods to Perseus, or Captain America's shield. They figure as elements of a narrative, not as rewards for skilled play.
One question that's been bugging me about this example: where were the rest of the PCs during this sequence? Or had the party not yet formed?
Read the actual play report.