Challenge the Players, Not the Characters' Stats

If by "minimalistic method" you mean "skill challenge mechanics" then I don't think "minimalistic method" is a very good label.

By 'minimalistic method', he means "I rolled a 13".

Which isn't the skill challenge mechanics, unless the DM has chosen to change the rules. Which he, theoretically, might do if someone decided that the rules were un-fun, and that doing something that isn't the rules would be more fun.

-Hyp.
 

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Again, as a player I would prefer to be challenged rather than Fumble the thief be challenged. Fumble has enough problems of his own I have to deal with than to worry about the numbers on his sheet all the time.

I'm really confused about what point you are trying to make, justanobody.

Are you simply stating that you, personally, enjoy a game that focuses more on player skill than character skill? I'm sure no one objects to that feeling - you are free to enjoy the game in whatever fashion you wish! No one wants to take away your right to have a preference as to how the games you play in are run.

But you seem, throughout this thread, to have been saying that 4E restricts that style of gaming - which it doesn't. You've given examples of how your enjoyment has been limited due to how the DM handled a puzzle, letting another player simply roll their way through it. Now, even aside from the fact that the DM was running it in a fashion that is not the default in 4E, why in the world is that an issue with the system? Isn't that a concern for your table, the DM, and the other players? If the DM is running a different style of game than you prefer, he is the one to talk about it with.

No one is going to object to the argument that 4E - or any game system - should support a wide range of styles of Roleplaying, from as dice-driven as possible to entirely free-form. But the very title of this thread indicates you feel it should only support only style of play. If that isn't the case - if you are ok with others playing as they wish, and leaving you free to do the same - then nothing more needs to be said.

And if the goal of the thread was simply to start a discussion on these elements, and which different people prefer, than that is all well and good - though I doubt you'll find any consensus, since gamers are a rather diverse bunch, well known for having countless opinions on pretty much every single facet of the rules.

Edit: Just to clarify - I'm not trying to attack you here. I simply am genuinely confused about what you are trying to say, and looking for a bit of a summary of what you are arguing for.
 
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Mostly you are wrong in a lot that I have said, but others will just twist words to their own means, so whatever.

Simply put.
-The rolling only for the proper skill does allow for more players to play the game. I apluad the approach.

-I prefer to challenge the players not the stats, and the players can work together rather than rely on a single player rolling dice to have to succeed.

-There is never a challenge that should be solely for a single player that does not offer them a way they are comfortable playing to overcome. This includes letting other players help, even if the challenge if towards the players more than the stats, or not.

Please note that PrCs were a DMs tool. This did not always work out that way becoming customary things for players to use, and likewise the skill challenges will not always work out as written in the books. People must be able to think ahead at what certain parts of the game can mean in certain situation if only hypothetical.

So read into what I said however you wish. I am done explaining it, and will only laugh when I see people come across the things I have ben trying to explain that will cause them problems.
 

So read into what I said however you wish. I am done explaining it, and will only laugh when I see people come across the things I have ben trying to explain that will cause them problems.
Really, your points may be understood by a larger portion of ENWorld if you could reduce the condescension and dismissiveness in your posts. Just some friendly advice. :)
 

I prefer to challenge the players not the stats.
I like this as well. But there is not just one way to do this. When it comes to puzzles, I know of at least five:

Method 1:

The GM presents a puzzle to the players as something that their PCs have, in game, stumbled across. The players sit down and try to solve it. If they do so, they declare that their PCs have come across the solution in the gameworld. The game then progresses with the PCs having solved the puzzle. And the players were challenged - as a group they had to solve a puzzle.

Method 2:

Similar to method 1, except that each player takes the part of his/her PC during the course of solving the puzzle. This means that the clever player, who is playing an unclever fighter, does not contribute any more to the group's endeavours at solving the puzzle than his/her fighter would be able to contribute. Conversely, the less clever player, who is playing the 20 Int wizard, is not able to contribute as much as one would expect his/her PC to be able to, because that player is actually not as clever as the PC. If the group solves the puzzle, the game then progresses. And the players were challenged - as a group they had to solve a puzzle, and furthermore they had to do that within certain constraints on each member's contribution to the solution imposed by his/her PC's stats.

Method 3:

As method 2, except that the GM takes pity on the player of the wizard and allows him/her to roll Int checks to be given some clues. This lessens slightly the challenge for that player, but does not eliminate it. This method probably produces the highest degree of correlation between the challenge faced by the players and the ingame challenge faced by the PCs.

Method 4:

As method 1, but the player of the 20 Int wizard is also allowed to make Int checks as per method 3. This lessens the challenge for all the players, but does not eliminate it.

Method 5:

The GM presents a puzzle to the players as something that their PCs have, in game, stumbled across. The puzzle is then resolved as a skill challenge, with each player explaining what contribution his/her PC is making to the solution of the puzzle, and on the basis of that explanation making a skill check at a DC determined by the GM. (As a certain number of successes is achieved the GM may choose to give the players further information/clues about the puzzle which help them in deciding what further skill checks to make.) If the party succeeds at the skill challenge, then the PCs have solved the puzzle in the gameworld. The players were challenged, because they had to explain and narratively justify the skill checks that they made. This method probably produces the least degree of correlation between the challenge faced by the players and the ingame challenge faced by the PCs.


The 4e DMG canvasses the use of methods 1, 4 and 5 (page 81, the sidebar on that page, and page 84 respectively).

Personally, I can enjoy either method 1 or method 5. I'm less of a fan of either method 2 or method 3 (but if I found myself playing in a group that was inclined towards method 2 I would at least try and nudge them towards method 3). But I assume that there are some players out there who would strongly prefer methods 2 or 3 to method 1, because method 1 involves an interruption to the roleplaying by the players of their PCs. So if all I knew of a play group was that they like to challenge the players and not the stats, I wouldn't know whether or not I would enjoy playing with that group; and likewise for those players who prefer methods 2 and 3.
 

Because the DM isn't allowed to object to you doing things that contradict him, or for example taking SIX FREAKING MONTHS to make a single check in a skill challenge?

I call shenanigans.
No, the DM can certainly "Say NO" to the players, if he decides to. Some will "Say YES, but..." and make the players roll. Either way the player is not role-playing his character, but telling a story.

On the other hand, a DM who would say, "you can't dictate reality, you can only do what your character can do" (i.e. role-play) would never use the Skill Challenge system in the first place. As it requires one to stop role-playing and play the role of a God/"author" instead.

EDIT: and if you read my previous post, you'll see I said the PC was referring to areas of the world the DM had never mentioned before - not contradicting what came before.
 

How... I'm not sure I see the point in trying to draw a distinction between these two things (a distinction that you admit is lost on a lot of people). Both are role-playing, in the context of an RPG. Performing an act in a fictional space is the same as telling a story about the performance of that act.

(Ouch, now my head hurts)
The distinction between role-playing and storytelling is well known outside the hobby. Inside the hobby there are several people using an incorrect theory that is confusing them into believing the two are the same. Storytelling isn't role-playing and you can't do both at the same time. It's functionally impossible.

To be clear, doing something is not necessarily equivalent to portraying something. It's the difference between normal existence and theatre acting. In your response, I believe you are confusing 1. action occurring in a modeled space with 2. collaborative storytelling. Just because the action is being modeled on a gameboard you cannot see does not make unreal. Yes, there is narrative discourse going on. Yes, elements of it are imagined, are ideas, which fall under one definition of "fiction". But no, there is no "fictional narration" going on.

I get this tweaks people's brains, but for decades most players understood this quite intuitively. In the same way that the winners of 4E's combat system do not win because they "tell a better story", role-playing is the real success of playing a role in an actual reality. That the dice rolling and rule following created a model of reality, which is attempting to recreate (emulate?) an imagined idea (the world), it does not mean the model isn't real because the emulated fiction isn't real. This true in the same way playing a boardgame is real even though its' rules are trying to model a fictive reality.

I mean, really, if it was all just a bunch of collaborative storytelling, no dice rolls or numerical descriptions would ever be needed. The quality of the story would rule all.


If the DM and player agree that the event happens, then it de facto relates to the gameworld. "Relation to the gameworld" established through participant consent.
Participant consent does not mean the action is role-playing. In Skill Challenges, the players are taking authority over the reality of the world, not their merely their characters/roles. In other words, they are telling a story and not role-playing their characters. To take it one step farther, playing God is not role-playing or we will quickly find ourselves in the black hole of every game qualifying as a role-playing game.

Which doesn't change the fact that the events occurring inside the shared imaginative space of a role-playing game are best understood as being story-like ie, the actions of fictional, person-like characters in an imaginary, life-life place.
Where you say story-like I think you should say life-like. This modeled space is a real construction just like a boardgame representing things in life.

Story is the relation of events real or imagined. You cannot "take action" in a story because the storyteller isn't a character. He's relating the actions of the characters. In a role-playing game you are absolutely taking action. In the exact same way a DDM player is taking action.

Seeing as the 'external reality' in question is a fictional construct being sustained by mutual consent and is often, in practical situations, rather fluid, I'd say this isn't a particularly helpful assertion.
That's like saying, playing Doctor Lucky and making house rules up as you go beyond the elements the published rules focuson, then you're telling a story. Almost all games are simulating something. Sports are probably an exception, but most boardgames and cardgames likely count. The reality in each is as solid as the rules create.

Unless, of course, the DM says otherwise. Are you really saying that anytime a DM gives (limited, localized) narrative rights to a player, it ceases to be a role-playing game?
No, the overall game would be a hybrid between role-playing and storytelling. Also, I'm not here to talk about game identity. I'm talking about actions real people take within a game. You cannot do more than your character can without stepping outside your role (i.e. stopping the role-playing your character). This seems immediately obvious to me. Once you start dictating reality, your in God Mode (authoring a story).

OK, that's exactly what you're saying. Where's the threshold? If the DM allows a player to shop for items without actually playing out the purchases, essentially letting the player narrate the event, does the game stop being an RPG?
No, this is not a player narrating an event. It's an abstraction of role-playing, but if done too often and too broadly it certainly may no longer qualify as role-play. That said, the player couldn't purchase the items at those prices if in he were in area with different prices. Or if his PC was nowhere near a seller of those items. To allow otherwise would be to metagame or cheat: to do something your character cannot functionally do in this case.

To clarify the point on being too broad or abstract:
Just as you can role-play being a stock trader by playing the market with an imaginary stock portfolio, you can begin role-playing so broadly as to no longer qualify as "role-playing a stockbroker". Instead, you're just pretending you have money in stocks and seeing how much they went up or down. The degree of modeling is simply not enough for most people to qualify it as role-play. The same could be said of fantasy football being the role-playing of a team owner. It probably isn't at all as very, very little of the role is modeled. Of course, in neither case can you "just say" you won without leaving all of reality behind and simply telling a story.

If you actually go for the walk, you're existing. If, instead, you create a representation of the dog-walk, say in conversation or text, then your storytelling. Extending this, seeing as gamers are never actually doing the things they're characters are doing, they are never existing as their characters, and can be said, in the interest of brevity, to be telling stories about them.
You're right in the first and second sentences and wrong in the third. Role-players are doing the things their characters are doing. Not to belabor the point, but just as a flight simulator doesn't mean you are actually flying, it does mean you are actually the one doing the flying that is simulated. In a fantasy RPG, the players honestly and truly are not their characters, but they are taking on their roles. The fantasy world simulator allows this to be real as much as the simulator is capable. It is as much a storytelling endeavor as using a flight simulator is so (i.e. not at all).

If there were no flight simulator or fantasy world simulator, you definitely could say the participants were just telling stories about flying or being in a fantasy world. But in order to not "just say this is so" we use the rules and make up house rules to cover the areas we want covered by our favorite RPGs games. Check any House Rules forum for more proof on how story doesn't come into play when rules don't cover a situation.

If the existence(s) in question are fictional, then yes, I equate trafficking in them w/storytelling.
You'll notice Pemerton above agreed that not all imaginings or the holdings of ideas (thoughts) is storytelling. It seems like you believe the opposite. All I can say is, no one outside of the Indie gaming community probably defines "story" in this way.

And how is that not storytelling, using the plainest, most theory-free definition of the word?
Here was my phrase you're referring to:
"I don't believe a DM/Referee ever gets to tell a story. He merely relates back to those playing what is happening in the world."

Yeah, I tossed this one in there thinking I'd catch someone trying to call me on it. Check my first response in this post. It's the difference between using narrative discourse to refer to the real modeling of imagined ideas (fiction) and the rhetorical mode called "fictional narrative".

heh heh :D I know it's tough. The difference is in short:
Occasionally using narrative speech forms to talk about modeled fiction vs. collaboratively relating a fictional narrative.
I completely sympathize with folks who believe The BIG Model because of this confusion.

Monopoly isn't a storytelling game because the action in Monopoly isn't sufficiently story-like. RPG's are story-like because they deal with person-like characters acting in life-like imaginary spaces.
When you say, "the action in Monopoly isn't sufficiently story-like" I get confused. What kind of boardgames, cardgames, wargames, whatever-games would it take to show this is not collaborative storytelling even with a "story-like" enough game?

Now if these blind players were playing D&D, it most certainly would be a storytelling game.
So, is D&D Miniatures a storytelling game when played with the blind, but not the seeing?

And that kind of role-playing isn't what's going on in most D&D campaigns (well, at least in any of the ones I've seen, read or heard of).
As the activity is role-playing, it's educational. Not to say other activities are not educational. It's just in D&D the skills learned are rarely modeled well enough to aid in real life. Combat would seem the best modeled activity, but I doubt it will help anyone in a real fight. Learning how to face adversity, plan, and make decisions quickly are probably more likely learned skills in D&D.
 
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EDIT: and if you read my previous post, you'll see I said the PC was referring to areas of the world the DM had never mentioned before - not contradicting what came before.

The DM can have an idea of the world which he has not revealed completely to the PCs. He knows where the bugbears keep their hostages. The players do not. If the players try to "put" the hostages somewhere other than where the DM knows they are, that still contradicts the DM.

To be clear, doing something is not necessarily equivalent to portraying something. It's the difference between normal existence and theatre acting.

While a difference may exist for the actor, for the outside observer there is no difference between normal existence and theatre acting, aside from context. If an actor falls from the set onto the stage and breaks a leg, the outside observer only becomes aware that this is not acting but normal existence when the actor, or other actors, break context.

In the same way that the winners of 4E's combat system do not win because they "tell a better story", role-playing is the real success of playing a role in an actual reality. That the dice rolling and rule following created a model of reality, which is attempting to recreate (emulate?) an imagined idea (the world), it does not mean the model isn't real because the emulated fiction isn't real. This true in the same way playing a boardgame is real even though its' rules are trying to model a fictive reality.

I mean, really, if it was all just a bunch of collaborative storytelling, no dice rolls or numerical descriptions would ever be needed. The quality of the story would rule all.

Collaborative storytelling runs into disputes when different storytellers have different visions of how the same story will go. There needs to be a disputation resolution mechanism in place. For improv this is "say 'yes'". For D&D, this is random chance coupled with the accepted mechanics.

Story is the relation of events real or imagined. You cannot "take action" in a story because the storyteller isn't a character.

And so Tigger found himself stranded in the upper branches of the tree. It was very, very cold, and very lonely.

"Hey! Who's that talkin' up there?"

Who, me?

"Yeah, you!"

Why, I'm the narrator.

"Oh, really. Well, narrate me down from here!"
 

You are flat out wrong.

"It’s up to you to think of ways you can use your skills to meet the challenges you face."

How many times do you have to read that before you accept that it says exactly what is written: It's up to you (the player) to think (use your brain) of ways you can use your skills (description of the action you wish to use the skill to perform) to meet the challenges you face.


The bit you are quoting does not say that it is up to the player to think of ways to use his skills within the context of the game world. It could just as easily be read to mean that it is up to the player to think of ways in which he can select which skills to roll against.

There is also a real difference between selective glossing ("I pump him for information. My X Skill check roll is Y. What do I learn?") and using the player's brain to actually come up with the questions, as well as how best to ask them. Mostly, physical skill checks (jumping a pit, for example) are glossed. The purpose of a robust combat system is to provide for some physical checks that are not glossed.

Again, what you quoted could be read to endorse either.

Mind you, I think that 4e is really trying to strike a balance in this regard. In principle, this is similar to what I am doing with skills in RCFG, and similar to how I read skills in 3e as well. The player describes, and that description determines what check(s) are appropriate. The bit you are quoting does not say this clearly, however.


RC
 

The bit you are quoting does not say that it is up to the player to think of ways to use his skills within the context of the game world. It could just as easily be read to mean that it is up to the player to think of ways in which he can select which skills to roll against.

"I thought of a way I can use my skills! I roll a d4, and if I get a 1, I use Diplomacy, a 2, I use Intimidate..."

That's not a way to use your skills. That's a way to choose a skill. Once you've chosen your skill, you're still left with having to think of a way to use your skills to meet the challenges you face.

-Hyp.
 

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