The pleasure in RPGs - alternatives to overcoming challenges

pemerton

Legend
This thread has been prompted by a few discussions going on at the moment on these boards - about adversarial GMing, about skill challenges and consequences, etc.

A lot of posts seem to assume that the main pleasure for the players in playing an RPG - what is ultimately at stake, if you like - is overcoming the challenges that the GM sets before them (whether in a sandbox or an AP), using their PCs as vehicles.

Consider these posts, for example (and I pick on them only because they are especially clear examples):

And in the absence of wandering monsters and resource management, there is unlkiely to be a time constraint. In games where spending longer means spending resources and possibly increasing danger, this problem simply doesn't exist.
There are negative side effects to running a soft game as well:
  • players act entitled to easy victories
  • players don't act cautiously at all
  • players stop thinking carefully about solutions
Raven Crowking's post presupposes that an important part of the game, for the players, is managing their resources (including, in a game with wandering monsters, time) so as to avoid danger.

And Janx's description of the negative side effects of a soft game only makes sense if we assume that the players, in playing the game (i) are seeking victories, (ii) are looking for the solutions that will let them garner those victories, and (iii) should sometimes adopt caution as part of their solutions.

But what if the players aren't seeking victories. Aren't looking for solutions. And don't want to be cautious?


A similar contrast between possible motivations for (or pleasures in) RPGing came up in this exchange of posts:
in a "fiction-first" system, the players could attempt to avoid a combat because that offered their best chance of success. If you design the challenge of avoiding said combat "To keep the XP and pacing about the same as I'd planned", then you undo the value of that choice.
I strongly disagree. Wide variance in difficulty or rewards based on player strategy doesn't preserve the value and meaning of player choice, it destroys that value - essentially, you create a single correct choice.

<snip>

if a diplomatic approach is just as hard as a fight, whether or not the PCs have good CHA, skill trainings, etc means something. The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values. If talking is easy, then PCs can get through without strong social skills, and all that their choice tells us about the characters is that they're expedient.

When one choice is obviously superior, going for it is a pretty trivial decision.

I don't want this thread to be about whether challenge oriented play (a la Raven Crowking and Janx) is superior to values oriented play (a la Victim). I think that's a matter of taste.

I'm just interested in seeing whether anyone else besides me (and Victim) is sensitive to the distinction, and has ideas about how to set up and run a game that works for non-challenge oriented play.
 

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It's not that I don't enjoy challenge based play, but some sources of challenge just don't seem very interesting to me. I mean, real people die from badly planned and organized wilderness expeditions - but that doesn't mean I want to spend 2 hours in the game buying tons of supplies before we can even start the adventure.
 

There are a variety of approaches to play. The participants should decide what sort of focus that they want for the game. Do they want success or failure to depend primarily on the attentiveness and cunning of the player or would they prefer to have success rest more on the abilities of the characters (and thus the system)?

People should play the type of game that matches their desires. Some players just want to whoop it up, roll dice and play. Having to think about solving problems, managing resources, and remembering details isn't their brand of fun. Others prefer these things in a game and would be largely unsatisfied in a long term campaign that didn't feature them. There are game systems that are better or worse for each these styles and choosing the one that gives you more of what you want will lead to more satisfying games.
 

First I'd like to point out that if diplomacy is as easy as fighting in the world context, it may not be as easy once you look at the much smaller population of characters in play. Character design tell you a lot about the player/PC values as well. Making the challenges similar despite player choices negates player decision in character design.

I am intereested in both character study games and challenge games. But I choose the game system that best matches the genre, world, and game experience I want at the table for the game I'm going to run. I have a bunch of favourite systems for the types games I more often plan/run.

The various editions of D&D are reached for specifically for challenge play; I have much better systems for value play.
 

Stripping out genre and world from my go-to games breaks them into roughly three broad categories: player/PC challenge, character study/character interplay, and shared construction games.
 

I'm just interested in seeing whether anyone else besides me (and Victim) is sensitive to the distinction, and has ideas about how to set up and run a game that works for non-challenge oriented play.

Are you conflating "challenge" with "combat scene"?

It seems to me that the "values" oriented play still requires challenges, in the generic sense of a major difficulty the characters must overcome. What a character really values is only discovered when they are under stress, and have difficult choices to make. How does that not equate to being faced with a challenge?
 

Raven Crowking's post presupposes that an important part of the game, for the players, is managing their resources (including, in a game with wandering monsters, time) so as to avoid danger.

Um.....No it does not.

Raven Crowking's post is in response to a problem described in another post (players spending an unlimited time searching areas), and points out that (rather than being a presupposition), resource management is an important means of preventing that problem from occurring.

Research management isn't the only way to do it. However, if you remove the resource management from D&D without putting something else in its place, you shouldn't be surprised if problems begin to show up that were kept under control by resource management in earlier editions.

IOW, that resource management is important isn't a presupposition; it is a conclusion.

EDIT: In at least one game, an alternate solution is having the treasure follow the PCs around until they finally notice it. Other solutions include not making treasure important, having PCs automatically find whatever is possible to find (Take 20, I choose you!), and handwaving the effects of searching (such as through patronage schemes, or having the treasure appear off-screen as it were, etc.).


RC
 
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Interesting topic.

I echo the question as to whether the combat/diplomacy option question is one of challenge/non-challenge (I think both represent challenges, and the decision which to try will be based on character focus and perceived difficulty), but I do think there are alternatives to challenge as a main focus of play.

By way of warning for those adamantly opposed to anything emanating from The Forge, despite seeing its flaws and (to an extent) understanding your aversion, I do think that the crew there identified a lot of useful points about RPG play. What we are talking about here as "challenge based play" I identify mainly as "gamist"/"step on up" play in The Forge terminology.

I have also experienced extensively "simulationist" or "the right to dream" play. This consists of playing in a well developed world with a plausible and preferably deep character with the enjoymeny coming mainly from exploring that character and that world. What does it 'feel' like? If you are really "in the zone", you should be able to taste the world, and feel the character's skin around your own!

There is also the "play bricks" construction focus. All the players take a hand in building the world; all feel free to add neat stuff to characters (regardless of "ownership" - see Universalis for a system where this is taken to the ultimate degree and taking control of a character is just something you can do to help build the story).

Finally, there is "story now". I find this hard, but some folk really grok it. You basically build characters to propose or oppose some "theme" - and then tweak their theme buttons until a story is generated.

I also have seen, a couple of times, story generated successfully when characters are built with a "dramatic need" - and their way to meeting it has been constructively blocked. I am rather unclear if this is the same as or similar to the "theme" thing, but with some care over the aesthetics it can work.

As to how to encourage these styles of play, I have some pointers, and The Forge has some good stuff hidden on it, too, but it's an imprecise art...

First off, you need to get rid of the drivers to "challenge" play. This means mainly "experience" and "character improvement" systems. Character change mechanics are OK, but not systems whereby characters can be built up into combat/persuasion megaloths that can "rule" any "contest" scenario.

World/character based play needs a well defined setting, and the rules of the game have to be the rules of that setting; if the game rules in use clash with the imagined world, get new rules, don't change the world. Consequences are important, too. In HârnMaster it is quite possible to win a fight and die of your wounds later, so fighting is something to enter into cautiously, even if you are sure you can win. And the world must "work" - internal consistency is critical.

Story based play mainly need players who are committed to driving it. Some things still help, though, with the game system. Conflict resolution that focusses on player-defined goals, rather than assumed or set win/lose criteria help. Character description/generation systems that focus on the character's (intended) place in the plot, rather than physical abilities or skills and equipment help. Systems to look at would be HeroQuest (the new one, previously Hero Wars), Primetime Adventures and (for a fun bit of variety) InSpectres. 3:16 is also an interesting approach, with a specific theme (or themes?) in mind.

If this stuff interests you, The Forge archives are really worth sifting through - though you will need to kiss a lot of frogs to get a prince, there... but the princes do exist! :)
 
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I don't think those two play-style are mutually exclusive. For example, Burning Wheel is explicitly about challenging beliefs, seeing how a person sticks to or abandons what they believe. That requires both values and challenges. The game is all about what you believe, but with challenging skills and combat being bloody and decisive, you're challenged mechanically as well.

Thought about another way, without mechanical challenge, values challenges don't matter much. (Mechanical being used very broadly - structured freeform games can certainly have mechanical challenge.)
 

First I'd like to point out that if diplomacy is as easy as fighting in the world context, it may not be as easy once you look at the much smaller population of characters in play. Character design tell you a lot about the player/PC values as well.
I agree with this, although different games make it easier or harder to express values via character build.

In Moldvay/Cook D&D there is little that can be done in this respect - choosing a Lawful cleric over a Neural thief says something, but is not very nuanced, especially if the game is played in the default approach of a treasure hunt through dungeons and wilderness.

Games like Rolemaster, 3E and 4e open this up quite a bit more. For example, if a player has the choice between Diplomacy and Intimidate as social skills, and chooses Intimidate, then - assuming that the player expects to have to resolve social situations in the game - that choice says something about what the player thinks is valuable.

Making the challenges similar despite player choices negates player decision in character design.
I'm not sure what you have in mind here. If a bear is a level X elite in combat, and if taming the bear is a level X complexity 2 skill challenge, then the XP award is the same across combat and non-combat approaches, and the pacing of the encounter is likely to be comparable whichever approach the players choose to have their PCs pursue. I don't think that this negates player decisions in character design, but maybe this isn't the sort of thing you had in mind.

I am intereested in both character study games and challenge games. But I choose the game system that best matches the genre, world, and game experience I want at the table for the game I'm going to run. I have a bunch of favourite systems for the types games I more often plan/run.

The various editions of D&D are reached for specifically for challenge play; I have much better systems for value play.
Whereas I don't think 4e (as written, including its encounter design system and XP and treasure rules) really suits challenge play - there is no obvious reward for the players, for example, in overcoming the challenges their PCs face(because, by the rules, treasure parcels accrue with XP and XP accrue, roughly, by real time played). LostSoul, in his 4e hack, is running a challenge game, but he has had to make quite a few changes to the system to support this.

That's not to say that it's the world best values game - maybe it's not the best for anything! But I do enjoy it for a game where values are expressed by the way that the PCs engage with fantasy adventure challenges.

Are you conflating "challenge" with "combat scene"?
No. Certainly not intentionally, and nor do I think I am doing so inadvertantly.

It seems to me that the "values" oriented play still requires challenges, in the generic sense of a major difficulty the characters must overcome. What a character really values is only discovered when they are under stress, and have difficult choices to make. How does that not equate to being faced with a challenge?
They may be challenges for the PCs. But are they challenges for the players? In values play, as I am trying to characterise it, the interest is not in what the PC values, but what the player values (which may or may not equate to what his/her PC values). And challenges to the PCs are interesting for providing opportunities for the players to express or reflect on those values.

Two examples from my game. First, after the party successfully tamed a bear which had attacked them (and which initially it seemed they would try and kill in response) the player of the paladin said "I feel really good about not having killed that bear". This was not primarily an in-character comment. It was an expression of the player's feelings.

Second, on an earlier occasion the PCs were fleeing a collapsing temple. Earlier, while exploring the temple and fighting the gnolls who were trying to dedicate it to Yeenoghu, the party had rescued/captured (it was a bit ambiguous) a devil-worshipping tiefling. The sorcerer in the party had wanted to ally with the tiefling (and his diabolic patron) in a temporary fashion, in order to get more power to fight the demon-worshippers. The wizard in the party had successfully opposed this suggestion. Now, as the party was fleeing the temple, the wizard took advantage of the confusion to slay the tiefling with a single magic missile. This caused shock around the table. The shock was, to some extent, in character shock. But it was also real shock - the other players were somewhat taken aback by the callousness the player of the wizard had displayed.

Values play, as I see it, is about creating lots of opportunities for the players to express their values, or respond to the choices of other players, in these sorts of ways. Yes, to do so the PCs need to be confronted with challenges (or conflicts) of various sorts. But the main aim of the game isn't for the players to overcome those challenges.

I don't think those two play-style are mutually exclusive. For example, Burning Wheel is explicitly about challenging beliefs, seeing how a person sticks to or abandons what they believe. That requires both values and challenges. The game is all about what you believe, but with challenging skills and combat being bloody and decisive, you're challenged mechanically as well.
I think this is right, and the crunchiness of 4e's combat rules in some ways resembles Burning Wheel. The Riddle of Steel would be another example of this sort of approach. But I tend to see that the crunchiness here is a means to an end, rather than an end in itself.

Thought about another way, without mechanical challenge, values challenges don't matter much.
On the other hand, I don't think I agree with this. In 4e, for example, some skill challenges aren't especially challenging at the mechanical level - the optimal mechanical strategy may be fairly obvious, for example - but they can still raise significant values issues.

If I've misunderstood you, and what you meant to say was only that challenges that raise values issues should engage the mechanics of the game, then I come closer to agreement. Although sometimes even this isn't so - a situation which requires the player to choose between two commitments, for example, may raise a values question without necessarily engaging the mechanics of the game at that moment of choice. (Although you might want to say that even in this sort of case, if the mechanics are well-designed then the choice is likely to have mechanical consequences downstream.)

By way of warning for those adamantly opposed to anything emanating from The Forge, despite seeing its flaws and (to an extent) understanding your aversion, I do think that the crew there identified a lot of useful points about RPG play.
I agree.

In Forge terminology, what on this thread I am calling "challenge" play is "step on up" gamism with a very robust supporting layer of exploration - typically setting and/or situation exploration (depending in part on whether its a sandbox or an AP).

I certainly get the feel that, on ENworld, this is the widely-accepted default approach to RPGing. Discussions, for example, about scaling challenges, or adversarial GMing, or what counts as a meaningful choice as opposed to a railroad, tend to assume that this is how the game is being played.

(Not always, of course. I don't want to offend anyone by naming names, but I get the impression from The Shaman's posts that his game is a type of simulationist one, involving exploration of characters and setting. And I also tend to get the impression from Umbran's posts that he prefers a type of genre exploration in play - but that's more speculative.)

What I am calling "values" play is, in Forge terms, narrativism. In D&D 4e, as I play it, the narrativist agenda is supported by exploration of character and situation, with the setting as a backdrop providing (to borrow a phrase from Mercurius) "vibe and atmosphere".

I think the other main way the 4e could be played is as high concept (genre) simulation - but because (as has been frequently observed) 4e's mechanics don't always bring the fiction into the foreground if the GM and players aren't active in doing so, in my view playing 4e as an exploration game runs the risk of degenerating into "mere dice rolling".

For the reasons I already stated I don't think that 4e, as written, lends itself especially well to challenge play (not that it couldn't be tweaked, of course, as LostSoul has done).
 

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