I don't get the dislike of healing surges

Here are some actual play reports of my by-the-book 4e campaign. Please show me where the WoW-ish shallowness, or the "fantasy board game with a dash of RPG", is to be found. I missed it while I was GMing those sessions.

To put it another way. I've got nothing against you enjoying the BryonD 3E experience. I get a bit frustrated with these ongoing assertions and implications that no one else's game using a different system was ever as deep or compelling.
I am not certain that 'shallowness' is quite what he meant, but since I can't know what he meant, I will instead answer for myself, with the acknowledgement that your experiences are quite likely different from my own.

It seems to me that 4e is built more around the encounter than the day, and that further the game wants everybody to share in every aspect of those encounters. Not being relegated to healing, not being just a glass cannon, not just being a buffer, etc.. In part a response to the 15 MAD that some folks experienced. As a result the mechanics of play is built more around the encounters than the scenario.

For those of us that have had little or no experience with the 15 MAD it is a fix for something that we do not think is broken. We like more of a focus on resource management, and less on risk management. (Neither game is wholly one or the other - a 3.X player has to gauge risk, while a 4e player does have to monitor some resources.) We like the scenario more than the encounter.

It can also make the classes seem very samey, that which class you play does not matter in a number of significant ways.

WoW is also more about risk management, with resources also being marked by time rather than by expenditure, potions and the like aside. (WoW is likewise not entirely about risk management.) Likewise, a typical quest is either built around a specific encounter, or a bunny hunt. (Praise the gods and little fishes, I don't think that much of anyone bases their 4e games around 'Kill 15 foozles, and bring me their ears. I am making foozle ear soup!')

For those of us who prefer the passage of time being the measure of resources the encounter based measuring of resources feels artificial. It feels like the world is being built around the encounters, rather than the encounters taking place in the world. We want adventures that are based around a scenario, not scenarios that are based around a series of encounters.

It is also that same encounter based usage of resources that makes it feel like a boardgame to us, and WotC encourages that viewpoint with the way the Encounters program functions - often treating the game as a tactical boardgame.

Now, I am not saying that is the only way the game can be run - looking at the 4e version of Zeitgeist shows little of that mode of thought. But, if you play the game as WotC frequently demonstrates it then it can very much seem that way. (A quick hint - well designed scenarios can likely eliminate this problem, as can encounters that reward more than tactical thinking.)

This is more of a problem with WotC's presentation than with the game itself - they demonstrate it as a boardgame, and those that don't run it like a boardgame are left arguing against public experience.

Hell, when 4e first came out there were 4e supporters that were touting its boardgame aspect. It made the game a heck of a lot easier to run and to prepare for. The problem was that thisboardgame aspect was equally true for the detractors.

Hopefully I have explained my point of view without denigrating 4e.

The Auld Grump

*EDIT* I see that I am not the only one answering a question posed to Bryon for myself...
 
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It seems to me that 4e is built more around the encounter than the day

<snip>

For those of us who prefer the passage of time being the measure of resources the encounter based measuring of resources feels artificial.

<snip>

It is also that same encounter based usage of resources that makes it feel like a boardgame to us
"Yes" to the first sentence, "tastes vary" to the second and third.

I've GMed a lot of Rolemaster, where resources for melee PCs tend to be per-encounter (lighter injuries can be healed quickly by magic once PCs reach mid- to high levels, and special combat moves - Adrenal Moves - work on a type of encounter reset), and where spellcasters tend to have sufficient resources (in terms of opportunities to ensure spell recovery) that they can turn their spell points into a quasi-per encounter resource also. So I find that 4e's resource management suits me well - the healing surges and dailies, offset to an extent by milestones, do just enough to anchor the encounters into a larger sense of the passage of ingame time. (And the associated metagame aspect of resource management.)

the game wants everybody to share in every aspect of those encounters.
This is true, although the "every aspect" idea needs to be handled with care. In the second of the three actual play reports that I linked to, you'll see that the resolution of the social skill challenge turned very signficantly on the fact that the dwarf PC was both the centre of the social action (being the party's military leader in a town that they had entered as military heroes) but socially unsophisticated (having low skill bonuses in social skills, and hence being easily manipulated in conversation by rival NPCs).'

So "sharing" needn't mean "equally mechanically capable of winning". I think of it as something to "it making a difference that the PC was present in the scene".

We want adventures that are based around a scenario, not scenarios that are based around a series of encounters.
I'm not entirely sure what "scenario" means here. I tend to think of the overall plot of the campaign as emerging from the choices made by the players (via their PCs) in the encounters those PCs find themselves in. And I frame those encounters so as to make sure that story-driving choices will have to be made by the players. Where it will end up is often hard to guess in advance.

(This is a GMing approach that works better with 4e than a game like Rolemaster, for various reasons that I've posted in the past but won't bore you with here! It's an approach that I started developing when I started GMing Oriental Adventures in 1986, but have got better at under the influence of Forge-y GMing advice - both literally from reading stuff at the Forge, but also from the manuals for other games like HeroWars/Quest, Maelstrom Storytelling and the Burning Wheel. The 4e DMGs have received a lot of praise, but I think they could be significantly improved by looking at what these other games have to offer. I don't think I could GM 4e as I do if I had only its manuals to rely upon.)

It can also make the classes seem very samey, that which class you play does not matter in a number of significant ways.
Obviously you're not the only person I've seen post this. Because a metric for same-iness is a bit hard to settle on via internet discussion, it's hard to know whether we differ in experience or in metric! Still, I think this is the one point where (if I may say so) I think there may be a difference of opinion as opposed to a mere difference of taste.

I personally find a big difference between (for example) a PC who uses elemental/energy AoEs, a PC who uses archery, a PC who attacks multiple foes with a polearm, and a PC who locks down single foes with a sword (the examples are drawn from my own game). But perhaps others do not, or have players who build PCs that are less different.

In the non-combat sphere I also find the PCs in my game quite different - there is the holy knight whose purity (rather than his physique) is his strength, the athlete wapriest, the acrobat/scout devotee of the Raven Queen, the ritualist scholar, and the magical assassin/trickster who wields the power of chaos by wearing the skins of demons - but perhaps others run games where these sorts of differences don't become relevant in play, or again perhaps they have players who build PCs that are less different.

when you're using mechanics which are dissociated from the game world, your mechanical decisions -- the act of playing the game -- isn't roleplaying.

<snip>

I'm generally a fan of story games which feature lots of dissociated, narrative control mechanics. I think it's the sheer pointlessness of 4th Edition's dissociated mechanics that turns my taste against it so thoroughly.

<snip>

When people talk about how "shallow" they find 4E or that it reminds them of a video game, I think they're generally struggling to figure out why large chunks of the system simply don't play like a roleplaying game. (And this is because large chunks of the system isn't.)

It's long been held that roleplaying is something that happens outside of the mechanics of the game. That whole "roleplayer vs. rollplayer" thing. But that's not actually true. The gameplay of roleplaying games has always featured mechanical decisions which are simultaneously character decisions: The act of making the mechanical decision is an act of roleplaying.

4E moved away from that. And it's one of the major problems people have with it.
I'm not trying to tell anyone what game they should or shouldn't like. After all, I don't particularly 3E, whereas many posters on this board (including [MENTION=22779]Hussar[/MENTION]) do.

And I can explain why I don't like 3E. For me, it is because I look at the game and see an incoherent mix of gonzo (eg hit points, many of the spells) and gritty (eg the skill rules). If I want gonzo I have what I find to be better systems (eg 4e). If I want gritty I have better systems too (RQ, RM or for a more modern experience BW). But I'm not interested in playing what strikes me as an incoherent hybrid.

So I don't mind others explaining what they don't like about 4e, even in fairly robust terms. Including that they cannot achieve their desired immersion while playing it.

What tends to frustrate me is the repeated suggestion, or sometimes (as in your post) the apparent assertion, that a game with metagame mechanics (or, at least, with 4e's metagame mechanics) is not roleplaying. As if fortune-in-the-middle is fine for Maelstrom Storytelling, or HeroWars/Quest, but suddenly takes on a whole new heretical and shallow - heck, pointless - character when incorporated into a gonzo fanatsy RPG.

I mean, there is no functional difference between 4e's dying mechanics and the resolution of a combat via extended conflict in HeroWars/Quest - the narration of injuries can't be fully settled until the conflict is over. I've never seen anyone suggest that this makes HW/Q not be a RPG. Why is 4e different?

for me it really does boil down to associated and dissociated mechanics: When you're using mechanics which are associated with the game world and with your character, your mechanical decisions -- the act of actually playing the game -- is roleplaying.

OTOH, when you're using mechanics which are dissociated from the game world, your mechanical decisions -- the act of playing the game -- isn't roleplaying.
On the last big "dissociated mecahnics" thread - a few months ago now - I posted the following episode of play:

A PC paladin was subject to an effect from a human transmuter - turned into a frog and therefore unable to attack or use powers until the end of the transmuter's next turn. The player of the paladin therefore missed a turn in the combat - he didn't want his frog-paladin to move - and muttered about not liking it very much while the rest of the table made jokes about not stepping on the frog as the other PCs moved in to confront the transmuter and her flunkies.

The transmuter's next turn duly ended, and the paladin was the next character in the turn sequence. I told the player of the paladin that his PC turned from a frog back to himself. The player then declared his action, which was to move into melee range with the transmuter. And he said, in character, something to the effect that the transmuter was now going to get it (while laying down a Divine Challenge as a minor action). The transmuter replied something along the lines of "I don't think so - after all, I turned you into a frog!". And without pausing, the player of the paladin responded (in character), "Ah - but the Raven Queen turned me back." And the paladin then proceeded to beat up the transmuter.​

This is just one example of a player using the mechanical outcomes of the game - in this case, an effect ends according to the game's timing rules - to inhabit and roleplay his character - expressing his conviction of faith in his god (and also making it true, in the fiction, that his god had turned him back - so he was able to exercise narrative control without ever departing from in-character play).

The mechanics of the NPC power ("baleful polymorph") are "dissociated" from the gameworld, in the sense that the mechanical description of the power does not explain why, in the fiction, it comes to an end at the end of the NPC's next turn. As the example shows, this had no impeding effect on roleplaying.

The posts I linked to upthread have more descriptions of the 4e mechanics in actual play. I don't think that they reveal any absence of roleplaying either.
 

I'm not really sure what you're trying to prove here.

Here are some actual play reports of my by-the-book 4e campaign. Please show me where the WoW-ish shallowness, or the "fantasy board game with a dash of RPG", is to be found. I missed it while I was GMing those sessions.

To put it another way. I've got nothing against you enjoying the BryonD 3E experience. I get a bit frustrated with these ongoing assertions and implications that no one else's game using a different system was ever as deep or compelling.
I reckon if I sat at your 4e table, I would thoroughly enjoy myself! If you were running Rolemaster, I would equally be able to enjoy what you present and what I could add to it. Even if you decided to check out Pathfinder and run a game, I would equally love that I believe. My point being, from reading a lot of what you have written here at EN World, I would enjoy "Pemerton's" style regardless of system. I reckon equally, I would like BryonD's table. In this regard, I think the style a group plays with is far more important than the rules they play under.

The thing is, it is far easier to classify a ruleset than it is to classify the intricacies of a playstyle. However the problem I think here is if people link a play style to a ruleset, they are bound to make assumptions that may not be true, and from there, you end up with muddied discussion. I'm sure you could attempt to validly generalise a connection but by then, you are going to just upset people for whom the generalisation does not apply.

Best Regards
Herremann the Wise
 

However the problem I think here is if people link a play style to a ruleset, they are bound to make assumptions that may not be true, and from there, you end up with muddied discussion. I'm sure you could attempt to validly generalise a connection but by then, you are going to just upset people for whom the generalisation does not apply.
In today's Rule-of-Three: 11/07/2011, I think Richard Baker did indirectly link 3E and 4E skill rules to a possible non-immersionist playstyle. But really he was suggesting a link between playstyle and typical player usage that is made probable by a ruleset. I guess people get lazy when they directly link playstyle directly to ruleset, or when people misread a person's intent. As per some other threads, many of us are just banging away a quick post during lunch break, so giving someone the benefit of the doubt can often be closer to a truthful conclusion.
 
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This is a theory, and not meant to be offensive to anyone mentioned.

I suspect that @Hussar and @pemerton (both of whom ardently enjoy 4e) have drastically different playstyles; perhaps to the point of being almost totally opposite.

I suspect that my own, @Dannyalcatraz @BryonD @TheAuldGrump (all of whom appear to prefer 3e/pathfinder) have styles that are neither completely like Hussar or Pemerton's.


I chose these posters because I am somewhat aware of them from their multiple posts, and they are all posters I respect.


If I'm right (and I rarely am), Hussar seems to enjoy a more strategic game, with clear rules and limits on play to structure combat and conflict. Pemerton, on the other hand, seems to enjoy a story that provides good structure, but really enjoys the openness of the narrative as the primary feature of 4e.

Whereas, DA, Bryon, and TAG, as well as myself, appear (obviously with potentially huge variation and degree) to enjoy clear rules and limits on the details of the world and the narrative that structure it.

Or in more edition related terms, Hussar seems to like the balance of 4e, Pemerton likes the narrative freedom, and 3e offers less narrative freedom and less balance, but creates more narrative structure, and for some, along with that, immersion.

(Oh, and @Herreman_the_wise, I respect you too, and recognize you've been taking part in the conversation but don't know you well enough to guess how you play).




Sooo, now everyone can tell me how far off I am. :p
 

[MENTION=64209]Aberzanzorax[/MENTION], what I enjoy about 4e is the way it supports gonzo fantasy play of a narrativist bent.

By "narrativist", I mean "narrativist in the Forge sense". This is, roughly, that the game produces thematically compelling play without it being anyone's job to achieve that.

What the players have to do is build and play their PCs, pushing towards their character goals in the encounters that occur. What I as GM have to do is to build my encounters having regard to the players' thematic concerns (as revealed through the build and play of their PCs), and then to adjudicate those encounters in a way that keeps pouring the pressure onto the PCs (and, hence, the players) up until the encounter resolves.

4e is (obviously) not the only game that supports this sort of play. And unlike the indie games normally associated with the Forge, I think that the range of themes it allows players to focus on is more traditional (and gonzo). But within those parameters, I find it does a great job. It allows pouring on the pressure with (in my experience) very minimal likelihood of a combat encounter fizzling (either for being too easy, for being boring, or for being a pointless TPK). And (with help from non-4e rulebooks plus [MENTION=386]LostSoul[/MENTION] on these boards) I've learned how to run skill challenges in a way that keeps the pressure on.

The game has a lot of support for encounter design and resolution, both prepared and just-in-time (monster stats by level, DCs by level, standard conditions, lots of pre-designed terrain, page 42, etc, etc). And (to link this back to the thread topic) its approach to healing, and its reliance on shared genre expectations rather than mechanics to mediate transition between encounters, makes a scene/encounter-driven approach to play easier than in a game like Rolemaster (or, I suspect, 3E - at least based on its rulebooks), which tends to make it much harder for the players and/or the GM to bring a scene to an end without violating the action resolution rules. (The same reliance on genre expectations rather than mechanics outside the context of actual action resolution at the table also makes it easier to introduce a range of gonzo fantasy story elements without having to worry about things like spell level, item prerequisites etc.)

For the sort of play that I find support for from 4e - that illustrates what I mean by encounters or situations that "pour on the pressure" - see any of the links in my earlier post above, or my new thread on PCs negotiating with Kas.
 

I'm becoming more and more convinced that a significant percentage of the edition wars and other disagreements over pretending to be an elf boil down to those who cross a certain threshold of immersion versus those who don't. Of maybe those who prefer to cross that threshold versus those who don't.

There are apparently things happening on the "deep" immersion side of that threshold that are very valuable to some people, which they have a difficult time adequately explaining to those not on that side. I'm still waiting for the first really good treatise so explaining it. Maybe it can't be explained, like trying to explain how your favorite food tastes to another person.

I know there are things on the mere "shallow" immersion side, coupled with metagaming techniques, for story telling, that I find valuable as story telling*, that are apparently also hard to explain to someone who hasn't experienced them.

* i.e. not because I like gamist play, or tactical play, or board games in my RPGs, or however you want to put it. I do enjoy some of those things in moderation, but this is a storytelling technique I am referencing here.
 

There are apparently things happening on the "deep" immersion side of that threshold that are very valuable to some people, which they have a difficult time adequately explaining to those not on that side. I'm still waiting for the first really good treatise so explaining it. Maybe it can't be explained, like trying to explain how your favorite food tastes to another person.
I don't know anything about the author, but coincidentally, there is a "Simulationist Manifesto" today on rpg.net which tries to explain immersion, and, so far, the replies/comments are supportive.
 

[MENTION=19675]Dannyalcatraz[/MENTION], I'm still not buying it. Sorry.

Is there a point to calling DA out as not telling the truth? Does this contribute to the discussion of this topic or to the atmosphere of the board or does it detract?
 

I'm becoming more and more convinced that a significant percentage of the edition wars and other disagreements over pretending to be an elf boil down to those who cross a certain threshold of immersion versus those who don't. Of maybe those who prefer to cross that threshold versus those who don't.

I think it may contribute to differences in opinion over particular editions and styles of play. But in order to really be an edition war, I think you fundamentally have to add in people not listening to each other, getting defensive, and making personal attacks. In other words, I don't think edition warring has much to do with opinions on editions at all and everything to do with dysfunctional behavior in the discussions.
 

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