Pathfinder 1E This is why pathfinder has been successful.

OK, makes sense.

I'm getting my threads confused, but this takes me back to the "failure offscreen"/"no failure offscreen" discussion. I subscribe to the second approach.
I will admit to a certain amount of leniency in regard to 'failure offscreen' (though I will never make that admission in front to my players) - if the party is doing their best. They don't need to succeed all the time for that, mind. But they can't be phoning it in either.

If they get chewed up by an encounter then I don't mind them using their resources and taking time to heal. If they used all their resources to go Nova.... Whoops, too bad....

For example, if the team in my Fallout game is never in a position to suspect the astrological aspects of Mr. LaTota's plot (as they haven't been yet) then I am willing to delay the worst aspects until they have found those clues.

The Auld Grump
 

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I'm getting my threads confused, but this takes me back to the "failure offscreen"/"no failure offscreen" discussion. I subscribe to the second approach.
And with that overlap I'd say I get the same big picture sense here that I did in the other thread.

I'd readily agree that "offscreen failure" is bad thing and to be avoided. But, as described here, I think it is also something of a bogeyman that is far and away extremely infrequent in actually happening. Character "on screen" actions during an earlier scene may have consequences which result in certain failures becoming unavoidable. If you only look from the current moment forward then that appears to be "off screen failure". But if you look at everything it is not.

Off hand I can't think of any historic exception of true off-screen failure that was not fully intended as a plot device. And even those are vitrually always limited to things like "How the campaign started in the first place..."
 

I strongly disagree. 1e to me appears very focussed on dungeon crawling right down to how you get most of your XP - to me that's the biggest difference between 1e and 2e. If I want a broader game I'll break out GURPS. But I don't normally. I want a game that does what I want to do well.
But that is not a fair comparison.

As a matter of fact, you are nailing my personal game preference history prior to the 3E era.

I LOVED 1E. It was awesome and groundbreaking. And later games learned a great deal from it and improved on it. I left AD&D when I found better games. And in my case, GURPS happens to be THE better game I left AD&D for.

1E was the very definition of the big tent when it was developed. But it didn't take long for a whole lot more ground to be discovered. And if there is a complaint against AD&D it is that it was not forward thinking enough to evolve.

But AD&D was still written to be THE RPG for everyone. It was intended to be the big tent. It just doesn't make that grade when compared to standards established long after the game was published. That is why I'm not particularly interested in running a long term AD&D campaign. It doesn't meet my modern standards. But it is also why I LOVE AD&D. The game I do play owe EVERYTHING to that game.

3E obviously took over the marketplace. You may disagree. But during the 3E era there were a LOT of complaints that D20 had stiffled innovation because the market was so completely dominated by it. It is hard to claim it was simultaneously squeezing everything else out and not covering a wide base.

And, honestly, 4E was the most outspoken of ANY edition about actively seeking to appeal to a wide base. Obviously I consider it to have been a failure at achieving that goal. But the intent was there.
 

I strongly disagree. 1e to me appears very focussed on dungeon crawling right down to how you get most of your XP - to me that's the biggest difference between 1e and 2e.

You get XP for gold and dead monsters, not for dungeon-crawling. Gygax may have intended to create a focused game, though going by the DMG advice I think that can be heavily overstated, there is GMing advice for a wide variety of possible adventures and campaigns beyond the dungeon-centric. In any case he created a flexible game that is focused on adventuring, but does not require dungeons, or dragons.

I'm not saying it's a 'generic' game either, BTW. It has very strong default tropes. In the typical campaign world, dungeons exist, and dragons exist, and both have an influence even if the PCs never see either.
 

You get XP for gold and dead monsters, not for dungeon-crawling. Gygax may have intended to create a focused game, though going by the DMG advice I think that can be heavily overstated, there is GMing advice for a wide variety of possible adventures and campaigns beyond the dungeon-centric. In any case he created a flexible game that is focused on adventuring, but does not require dungeons, or dragons.

I'm not saying it's a 'generic' game either, BTW. It has very strong default tropes. In the typical campaign world, dungeons exist, and dragons exist, and both have an influence even if the PCs never see either.
Exactly - dungeon crawls were only one form of adventuring, not the sole focus.

Heck, take a look at some of the earliest published material for the game - City State of the Invincible Overlord, Wilderlands, even the Village of Hommlet dedicated much of its space to places that weren't the dungeon.

And the wilderness, as a whole, was often more dangerous than the dungeon.... Dungeons were built to work for a particular level of adventurer - the outside did not care. (First level party? Meet Mr. Huge Old Green Dragon....)

***

But, goodness, this has drifted off topic.

It seems like some folks think that this is is the place to air why they think that Pathfinder shouldn't be successful....

Sorry guys, it is succeeding, trying to figure out why it shouldn't is a waste of time. Enough folks like the game as it is that it has arguably climbed to number 1.*

The Auld Grump

* Which is kinder than saying that 4e has tapered down to number 2, which I think is closer to the truth. Pathfinder is doing awesomely well, but D&D has the name recognition, and should be the leader. That it isn't is kind of sad. I don't know if both games together equal the heights of 3.X, but I have my doubts.
 

Deep down, I suspect and fear that 5e will fail. :( I don't want it to fail, but I think that WotC broke their market with 4e and the way they rolled it out. I don't think that they can mend the divide.

Still no word, as far as I know, on what I consider the most important piece - the license. And the longer they wait the more I suspect that it is going to be another attempt at the GSL, rather than a return to the OGL.

I like the Pathfinder rules better than 4e, but I do not blame the rules for the divide - I blame the marketing during the run up to 4e, and the attitude in some of the books, rather than the rules themselves.

I think they will fail too, but at least they have a really good team in charge now. Kind of like - if anyone can do it, this team can. And I do like their approach - I just think it's probably too late.

If they use the OGL, that would certainly signify a change in attitude that I would be quite pleased with.

I disagree with your last paragraph. I think the rules (and fluff) very much caused the divide because while the marketing might have been the worst I've ever seen, the game itself could have overcome it (IMO) if it had been more consistent with what D&D had been before. Instead they chose a new direction for the rules - taking some people willingly along for the ride, but far too many checked out the game and thought "what the Hell is this?" (And, of course, the neutering of the popular Forgotten Realms likely didn't help.)
 

I think they will fail too, but at least they have a really good team in charge now. Kind of like - if anyone can do it, this team can. And I do like their approach - I just think it's probably too late.

If they use the OGL, that would certainly signify a change in attitude that I would be quite pleased with.

I disagree with your last paragraph. I think the rules (and fluff) very much caused the divide because while the marketing might have been the worst I've ever seen, the game itself could have overcome it (IMO) if it had been more consistent with what D&D had been before. Instead they chose a new direction for the rules - taking some people willingly along for the ride, but far too many checked out the game and thought "what the Hell is this?" (And, of course, the neutering of the popular Forgotten Realms likely didn't help.)
I still don't understand their thinking in regards to 'revising' the Forgotten Realms.... I know that some folks complained that the major NPCs were more important than the PCs, but the direction that they took... I do not understand.

And I say that in spite of not even liking the Forgotten Realms. :erm:

The Auld Grump
 

I will admit to a certain amount of leniency in regard to 'failure offscreen' (though I will never make that admission in front to my players) - if the party is doing their best. They don't need to succeed all the time for that, mind. But they can't be phoning it in either.

If they get chewed up by an encounter then I don't mind them using their resources and taking time to heal.
Don't worry, your secret is safe with me!

If you don't mind getting sucked deeper into this vortex, I have just replied to JamesonCourage in the other thread, saying a bit more about my thoughts on "phoning it in" vs "doing their best" in the context of my preferred playstyle, and how that relates to failure offscreen, timelines etc. Comments/observations always welcome!
 

I'd readily agree that "offscreen failure" is bad thing and to be avoided.
OK - and in iteslf interesting to me! because not everyone agrees. I think it is inherent in Lewis Pulsipher's advice, for example, that there can be failure offscreen, and S'mon endorsed that recently in one or the other of these threads.

Character "on screen" actions during an earlier scene may have consequences which result in certain failures becoming unavoidable. If you only look from the current moment forward then that appears to be "off screen failure". But if you look at everything it is not.
Although this suggests that your conception of "offscreen failure" may be narrower than mine.

In my reply to JamesonCourage just posted on the other thread (and linked above in my reply to The Auld Grump), I talk about the importance of metagame signals in my game. This includes signalling what is at stake in a situation, and who cares about it (so signalling both from GM to players, and from players to GM). If a PC action on screen would cause future failure to be unavoidable, but at the tme the players had their PCs perform those actions the players didn't know the stakes, then I would categorise that at offscreen failure.

Of course, there is then also room for different conceptions of what counts as the players knowing the stakes. I would tend to set a high bar for knowledge, and hence a low bar for something counting as failure offscreen, and hence want action resolution mechanics which minimise the likelihood that an action in this scene will inadvertantly (as opposed to deliberately) make impossible some resolution to a future scene.

A simple example - the PCs talk to an NPC. One of the PCs mentions something about his/her family. In the GM's notes on the NPC is recorded the fact that the NPC lost all her family in the war, and was devastated by that, and becomes alienated and unresponsive in situations where others talk casually about the pleasures of having a family. So now, how do I (as GM) respond? I would tend to make the alienation and unresponsiveness of the NPC an active part of the scene, rather than just having the NPC go quite and wander off, leaving it to the players to wonder exactly what is going on and whether or not they have shut down a certain possible avenue for their PCs. I don't mind the players shutting down avenues, but like those to be deliberate choices.

One feature of using skill challenges as an action resolution mechanic is they can create a structure for the GM to play out this sort of "active" alienation/unresponsiveness, because they preclude the GM from "closing" the scene before a certain number of checks - and, therefore, a certain number of responses to complications by the PCs, which underpin those checks - have taken place. They are a type of "discipline" on both GM and players to keep scenes alive at least long enough for their signficance to get a chance to emerge.

Of course, there is always the possibility that no one cares about the situation, and the skill challenge just fizzles. This is the non-combat version of Hussar's bad experience with wraiths. In some ways it resembles the "climactic" final battle that ends in the first shot of the surprise round when a "1" is rolled on the saving throw, but the failure is more intimately bound up with an error of judgement by the GM (and perhaps by the players, in giving the wrong signals to the GM - which can happen, because not everyone can accurately predict how much they will care about something in advance).

I don't know how much other GMs on these boards think about encounter design in these sorts of terms, but for me it is an important and recurring consideration, given how much weight my approach to the game places on the satisfaction gained from participating in an encounter which, simply in virtue of the game's mechanics, is not going to be resolved in a single die roll.

I think it is also something of a bogeyman that is far and away extremely infrequent in actually happening.
This may be true, but what I'm interested in is the techniques whereby it is avoided. As a good Forge-ite (or FORE*, to use The Shaman's term, I'm especially interest in techniques involving GM force, and the way that force is used (eg situational authority vs plot authority).

Off hand I can't think of any historic exception of true off-screen failure that was not fully intended as a plot device. And even those are vitrually always limited to things like "How the campaign started in the first place..."
Are you talking about your own game here?

* Friend of Ron Edwards
 

But AD&D was still written to be THE RPG for everyone.
Are you sure? I mean, at the time TSR was publishing Boot Hill and Gamma World, and very soon after Top Secret and Star Frontiers. And it's not just that these are different genres. They are mechanically different, and - at least as I understand it, never having played it - at least Boot Hill emphasises a different sort of play from AD&D.

And the intro to the DMG has not-very-subtle digs at Chivalry & Sorcery and Tunnels & Trolls, saying in effect that if you like the ultra-sim of the former, or the wackiness of the latter, then AD&D is not for you.

But during the 3E era there were a LOT of complaints that D20 had stiffled innovation because the market was so completely dominated by it.
I think this was exaggerated at the time, and remains an exaggeration now. Dogs in the Vineyard, FATE and The Burning Wheel both came out in that time - three pretty innovative and influential games.

My Life with Master, The Dying Earth, and HeroWars/Quest also all came out in that time (although the original HeroWars right at the start of that period).

I would say that we actually saw a lot of RPG innovation in the d20 period. (And a lot of it influenced 4e, for better or worse!)
 

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