Flavour First vs Game First - a comparison


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And yet a lot of thought went into it, and explanation provided, in the 1E PHB and DMG.
And yet there was 30 years of people realizing that the mechanic made no sense within the reality of the game world, which led to a lot of tinkering with alernate wound systems and a lot of variations of "don't think about it."
 


Just as an additional point.

Despite the efforts of some, this is not meant as an edition war thread. This has nothing to do with edition really. The reason I haven't pointed at 4e is simply that I'm not terribly familiar with 4e mechanics, so, I cannot really make any comment either way.

This is about changing the paradigm for design. Flavour first design, regardless of edition, fails at the table. It causes far more problems than it solves. Sure, it's interesting, but, when the dice hit the wood, if it causes the game to grind to a halt, its bad.

But the perspective of the OP seems to me to be entirely based on the "anti-1E" (or whatever you want to call it) side of the edition war. If you say something is a bad game element, and then base that opinion on what the prevailing design philosophy is for the current edition, then I think this is, necessarily, going to be about edition.

For example - the design philosophy of 1E says it's ok that specialist characters (like a giant-slaying ranger) to sometimes not be very effective (like when facing all non-giants or whatever). The idea that the player is somehow "owed" his character always being effective seems IME to belong to later editions, especially 4th. 1E was fine with characters being sub-optimal. If you've used up your spells, or the party is fighting something you're weak against, then hide in the back and wait for the next battle.

Look - it's not like it's that much fun to play Monopoly for 3 hours and wind up losing. But the philosophy that most people seem to operate under is that the existence of adversity makes the good things more enjoyable. The alternative, which is true of a lot of DnD games, is that you "just barely" kill everything that you fight, time after time - after a while people are going to catch on, and the illusion of risk that your character was taking (perhaps an artifact of people's memories of previous editions) will fade.

It would be like comparing soccer to horseshoes. 4E players would probably complain that soccer isn't fun because no one wants to do that much running. Similarly, 4E players probably don't enjoy mapping dungeons in detail, catching diseases, getting lost, dealing with paladin vs. assassin party problems, running away from monsters, losing levels for kissing a demon, having their equipment turn to rust, and dying from a system shock roll. Because those things aren't fun to you doesn't mean that they were designed from a "flavor first" perspective.

The "flavor first" train of thought is not about what you think is fun/not-fun. It's logically about what the motivations/priorities of the designers were, and so IMO it helps to recognize that they probably thought a lot of things were mechanically fun/interesting that many of the current generation of gamers don't.
 

The thing I take issue with in this assessment is the suggestion that John doing his Druid thing somehow robs the other players of their enjoyment of the game, that the players aren't sitting around the table enjoying being spectators for one of their friend's potentially most awesome game moment. I've done one-on-one fights/negotiations/love scenes/etc... as a DM, with all the other players still sitting at the table, and when it has been important to the player involved, it has almost invariably entertained and engaged the other players regardless of the status of their character at the time.

Here's the problem: you can do that in 3rd ed. Heck, when they release the druid class you can do it in 4th ed. Why the hell not. You have players who are okay with it, fine, go nuts.

But let's assume you had some players who weren't okay with the idea of, say, driving two hours for the once-every-two-weeks game and spending the whole time being a spectator to somebody else's awesome thing. In 3rd ed and 4th ed it's just Mr. Awesome arguing with the Unwilling Cheerleaders. But before then the Unwilling Cheerleaders go up against Mr. Awesome and THE RULES, which is a much bigger psychological block. And even if the Unwilling Cheerleaders win that fight, you've acknowledged that THE RULES, which started out as being accepted in common, are now mutable if enough players make enough noise.

Now in principle this isn't a bad thing. Democracy, right? But even if you make some new rules, piecemeal, that you all agree on, they're just temporary practical patches, and they may not work - or worse, they may undermine the entire rest of the original rules. So you make new patches as you go, and maybe your whole adventure collapses in on itself in a wonderfully perverse way, and you're left with either an unworkable system or you change your mind and then become in the players' eyes Sir Arbitrary the Unreliable.

Somewhere in there I drove past something that looked kinda like a point, so here it is: THE RULES are the basis for the social contract among your gaming group. Fluff can't support something like that, no matter how much shellac you dip it in.
 


The first paragraph doesn't relate to my point, so I can see that I am not communicating it effectively. "In world" logic doesn't mandate that a work be of a particular genre. Cross-genre work also can -- and should -- have "in world" logic.

"In world" logic means that there is an underlying set of assumptions about why the world works as it does, and that specific cases are then extrapolated from those underlying assumptions.

You're categorizing.

This poweris X type of power therefore it will always have M, L, and P qualities.

Or the reverse: This power has M, L, and P qualities, therefore it is X type or power.

This is the same as trying to categorize things into genres. This film has M, L , and P qualities therefore it's X genre.

Call it in world logic if you want, but it amounts to categorizing elements of the game.

I agree with you to a certain extent. Mainly on the rules side, but yeah there does need to be a certain amount of underlying assumptions, but they should not be strict guidelines, otherwise you run into stagnation. The guidelines need to be flexible, and basically just an overal idea.

In the case of Martial Powers:

These are powers some have that allow them to perform feats and tricks others cannot. The source of said powers is different from what is considered "magic."

This is, in reality, often a messy process. For example, within the Star Wars universe, there was an underlying assumption that there was a mysterious Force that allowed those who learned its ways to do things that would seem either "psychic" or "magical" (depending upon your outlook). Much of what happens in the classic trilogy is founded upon this bit of "in world" logic.

However, the classic trilogy was dismissed by some as "fantasy" or "not real science fiction" as a result, so in Episode 1, Lucas introduced the midichlorians. These don't violate the "in world" logic of the classic trilogy, but they certainly shift it. For example, we learn in Star Wars that the Force gives you power over weak minds. The presence/absence of midichlorians begs the question, though: Are weak minds weak because they lack a high midichlorian count? IOW, is weak-mindedness something that can be detected through technology in the Star Wars universe?

So what?

Was there a big PC movement to have people with a low Midichlorian count equal status within the Jedi Order that I missed?

I have to ask at what point is the issue finalized? There can always be a question asked about a subject. Will it never be "complete" in that case?

Eegads!


Similarly, Blade Runner (either the novel or the film) has a set (different for each) of "in world" assumptions that the work hangs on. In both cases, the "in world" assumptions disallow, say, Godzilla showing up just because it would be neat, or Deckard being able to perform supernatural combat stunts that don't happen to be supernatural.

I'd say what prevented Godzilla from showing up has nothing to do with any kind of in world categorization, but instead because the story didn't call for Godzilla to show up. Had the story called for Godzilla, he would have been there.

And Deckard actually did perform some particularily inhuman stunts. Just about all action heroes do.

A good hint that something fails on the "in world" logic front is that, when you begin to ask what something is supposed to represent, you are repeatedly told to just not think about it.

RC

Or that you've been asking the question too much and trying to get WAY too much into the details because you don't like the answer, or want to try to prove some sort of point.

Saying stop thinking so much seems to be a responce to an endless stream of "but why?"

You can always ask "but why." Eventually you have to just stop- otherwise you end up constantly asking "but why." Usefull in fields like science or research... But in a game... Kind of gets in the way of actually playing.
 

It would be like comparing soccer to horseshoes.

You wanna talk about sports? Okay. Let's talk about sports. Let's talk about basketball.

Did you know basketball didn't originally have a shot clock? It's true. The team that was ahead would often just hold onto the ball forever, and the team that was behind would deliberately foul their opposition for a chance at getting the ball back after the free throw. Games ended with scores as low as 19-18 at times, in one memorable case rolling over to QUINTUPLE OVERTIME with the first four of them SCORELESS. Then came the shot clock. Suddenly games were faster-paced and more fun for both players and audiences, and basketball's popularity took off like a rocket!

Were there people who would have preferred the old low-scoring high-fouling ultra-conservative shot-clock-less basketball? Sure there were! Some of 'em even wrote letters to the editor deriding the new innovation. Some people also think the earth is flat, or that the sun revolves around it. The point of this all is: some people are very wrong.

There is already a time when you are in a combat but cannot do anything to affect it. That time is called "everyone else's turn". Already you are only one person out of five or six who can affect how a combat plays out - why make your part even smaller?
 

You can always ask "but why." Eventually you have to just stop- otherwise you end up constantly asking "but why." Usefull in fields like science or research... But in a game... Kind of gets in the way of actually playing.

Do I have to post a Youtube video with me asking "but why" and rolling a d20 simultaneously? It's not like I'm talented enough to join the circus or anything - I just don't think that asking "why" is a barrier to playing the game.

I personally think that most of the "don't think about it" responses are just a variation of "don't criticize our game system". Asking a question doesn't have to lead to more question asking until your head explodes. Being defensive about the question, and feeling a sense of insecurity is probably a more powerful motivation for putting the breaks on the question asking. When the Wizard of Oz was encouraging the adventuring party to pay no attention to the man behind the curtain, he wasn't worried about their heads exploding. He was worried about himself.
 

Were there people who would have preferred the old low-scoring high-fouling ultra-conservative shot-clock-less basketball? Sure there were! Some of 'em even wrote letters to the editor deriding the new innovation. Some people also think the earth is flat, or that the sun revolves around it. The point of this all is: some people are very wrong.

Some people think the earth is flat, and some people conflate their opinions with facts. There's no objective basis for discussing whether or not a shot clock is "right" or "wrong" completely absent of context (which is appears is the case here).
 

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