I'm A Banana
Potassium-Rich
Neonchameleon said:Where by "technicality" you mean "The later splatbooks all have crunch that requires the PHB 1 to play and can not be used with just Essentials"
Yes. Exactly.
Neonchameleon said:Where by "technicality" you mean "The later splatbooks all have crunch that requires the PHB 1 to play and can not be used with just Essentials"
Yes. Exactly.
Neonchameleon said:In short you agree that Essentials had none of the characteristics of a new edition....So why are you trying to claim that it was some sort of new edition?
I get this to a large degree. It's even something I went for in my RPG; my people would dislike it for "having a rule for everything", while I quite like how that empowers players, since it allows them to use the rules (and build characters) reliably to achieve the ends they'd like to see as players once play actually begins. This is important to me. I also have NPCs follow the same exact rules (despite the objection to that from some on these boards), so that the players know exactly what to expect out of their enemies, friends, and the world at large, too.I really do see 4e as offering something which older editions of D&D don't in the sense of control over one's character. I should be clear that such control is not necessarily an essential or even a good thing for all roleplaying styles - but it is essential for the style I find supported by 4e. That "something" is genuine control over your PC; not qualified control or conditional control or theoretical control, but real control, which is essential for the player (as opposed to the character) to be the driving force - the protagonist - in the game. What your PC's powers can do is not conditioned by what you can persuade the DM that they should be able to do, and does not have to measure up to some locally defined yardstick of "believability". Your character's powers do exactly what the rules say they do, in system terms; what that means in world terms, and whether that effect is "believable" or not, is for the others at the table to figure out - it's not your problem.
That's a cool goal, and I think -from what I've heard- that 4e does well on this, for the most part. From what I've seen on these boards, at least, I think it might fail when it comes to skills (and skill challenges, to a much, much lesser degree). Skills in 4e, on these boards, seem to be portrayed as rather open-ended, and to my knowledge, there isn't much there to really give players solid rules. They have some guidelines, but page 42 seems to be explicitly GM-controlled in setting the DC, some people use it auto-scaling with level, while others use it more "objectively", there aren't many skill uses listed, etc.Knowing what your character can do, you can go ahead and "protagonise" in the game. Only Lady Luck (in the shape of the dice) or the antagonists can stop you. That's being a protagonist as it should be!![]()
Well, your phrasing of the question only kind of touches on what I read out of KM's post (though he answered you, so perhaps I'm off-base, here). I don't think he was saying that, in those games, PCs don't "engage the world" or "direct their actions" in the world. I think it's more along the lines of "directing" in the Hollywood sense (which is probably most meta-game powers). Though you do mention "define the world", and my players don't do that. They make characters that fit my setting, though oftentimes I work with their ideas for characters, which makes me add to my setting. But, if the idea just will not work within the setting, I say "no", and they don't play it.I admit that this style of play is to my liking...so I'm rather curious what a game looks like wherein players don't engage the world, don't direct their actions and define the world? I just can't seem to picture it because it seems more like reading a book than playing a game.
I get this to a large degree. It's even something I went for in my RPG; my people would dislike it for "having a rule for everything", while I quite like how that empowers players, since it allows them to use the rules (and build characters) reliably to achieve the ends they'd like to see as players once play actually begins. This is important to me. I also have NPCs follow the same exact rules (despite the objection to that from some on these boards), so that the players know exactly what to expect out of their enemies, friends, and the world at large, too.
That's a cool goal, and I think -from what I've heard- that 4e does well on this, for the most part. From what I've seen on these boards, at least, I think it might fail when it comes to skills (and skill challenges, to a much, much lesser degree). Skills in 4e, on these boards, seem to be portrayed as rather open-ended, and to my knowledge, there isn't much there to really give players solid rules. They have some guidelines, but page 42 seems to be explicitly GM-controlled in setting the DC, some people use it auto-scaling with level, while others use it more "objectively", there aren't many skill uses listed, etc.
This is a big thing, for me, since skills in my game are used more often than combat rolls (though, admittedly, a lot of that has to do with play style). I went to great lengths to flesh out my skills, and give players ways to build on them (feats, rerolls, decreasing action times, negating penalties or DC increases, etc.). Is your experience with 4e skills different from what I seem to think it is? A lot of the anecdotes I've seen on these boards seem like it's a light game of "mother may I" (as the term is used here), in that players say what they're doing, but the GM decides how hard that is (setting a DC that hopefully remains somewhat consistent), or if that's even possible (ruling out skills in a skill challenge, the "objective" DC being too high for the PC to even make, etc.). Just curious on your thoughts on 4e and skills; I'm not trying to attack it, but since I haven't played, and I agree with you on 4e and combat "control over one's character", I'm curious what your thoughts are on it. Thanks. As always, play what you like
Well, your phrasing of the question only kind of touches on what I read out of KM's post (though he answered you, so perhaps I'm off-base, here). I don't think he was saying that, in those games, PCs don't "engage the world" or "direct their actions" in the world. I think it's more along the lines of "directing" in the Hollywood sense (which is probably most meta-game powers). Though you do mention "define the world", and my players don't do that. They make characters that fit my setting, though oftentimes I work with their ideas for characters, which makes me add to my setting. But, if the idea just will not work within the setting, I say "no", and they don't play it.
For example, if they said "I want to be a noble", I'd say "cool, put your Respect 1 into Nobility, and the more Status you get at character creation, the more you're liked, the stronger family you can be from, the more strings you can pull, and the like." We're good so far.
If they said "I'm Respect 2 Nobility, and I want to be from the Terane family," I'd likely say "the Terane family requires Respect 4 Nobility, which is the beginning of the 'Major Nobility' Respect level." So, my answer would likely be "no, you need Respect 4 to be a Terane; here are other families you can be from at Respect 2."
If they said "I'm Respect 4 Nobility, and I want to be from the Terane family," I'd be fine with it (as long as they used resources at creation to get up to Respect 4). If they went on to say "also, I'm going to be an orc" then I'd say "no, the Terane family are all humans, so you'd likely need to be one of those." If they said "likely?" I'd probably go on to say that I'd allow a half-orc with a plausible reason (even though I'd never intended to do that before). And if they wanted to do that, then I'd allow it.
It's about them fitting into the context of the setting that I come up with. I'll allow changes, based on their creations (I've added organizations when they've said they wanted to be part of one; I've added sects of supernatural people in low-magic settings, when they've wanted to come from them; I've added races, when they asked to be a particularly inspired and original race that they came up with). But, it has to fit my setting.
The players definitely get to engage the world, and direct their actions within it. They act, or react, and the world spins on. They don't, however, define the world. They work themselves in; they experience it; they engage it. My players need to worry about being a part of the world, and playing their characters, not creating pieces of the setting. That's my job. And yeah, I'll definitely work with players on it if they have a concept in mind. But I'll define the world that they play in.
I get that other people play differently, and that's cool. If you do, awesome. I've asked for stuff from players before, on the setting, too. In the past, I've done everything from "everyone gives me one fact about the setting, before I make it" to "what type of fantasy genre are you guys interested in playing?" Other times, it's "this is the setting; let me help you fit in." It just depends.
Does that give you an idea of what that type of game would look like? It means that when you make a character, you incorporate it into a setting, not make a character and dictate the setting around it (this can go for in-game actions, too). And, again, it's fine if you want to play differently (personally, I'm a lot more loose with Mutants and Masterminds than my fantasy games). I've got nothing against people playing differently. But that's what a "players don't define the game" looks like, from where I'm sitting. As always, play what you like![]()
I tried to get at that idea here, by contrasting metaphor with definition and acting with directing and referencing the right-brain-dominant processes of immediate reactions with left-brain-dominant processes of contextualization and analysis.
I wouldn't call it a lack of engagement with the world, but it's certainly accurate to say that the players don't really define the world when the players are in an "actor" mindset. It's not passive -- the player is constantly thinking as if they are the character they are playing, and making decisions and actions based on being that character. That is the action that moves the game forward. However, their sphere of control stops at their character. It's similar to an improv routine: I do not define what my other performers do, or the context of the story I'm in, I simply take action. Similarly, the DM's control stops there, too: the DM does not control the character. The world is not so much there for the player to define as there for the character to interact with in pursuit of that character's goals, so the character engages the world at the player's direction rather than having the player directly define the world.
You can see this in some pronoun ambiguity: using "I" for "my character," or "you," for "your character." You can see it in the central question used to keep the game moving: "What do you do next?" The game in this light is constantly asking the player (and the DM) to make an in-character decision about their characters' next actions.
From this activity, we get emergent phenomenon: out of dice rolls and in-character choices comes the gameplay, and context gets applied to what happened. You don't use the rules to model anything, but rather you determine what kind of results happen by what the rules cause.
I think I largely agree with you, especially as it concerns cooperatively defining the setting. I don't think 4e has anything in the game that really requires that, or even particularly encourages it (though it definitely allows for it).Then I was misunderstanding your original statement, as this is how I play. But I'm not sure that 4e encourages players to define the world in the way you initially indicated, creating a sort of cooperatively-run campaign. While I feel that getting player input on your setting can be beneficial in regards to seeing if they're interested in it, I generally don't favor allowing players to actually decide what the setting is going to be like, and I don't see that being advocated in 4e rules. Certainly there is always wiggle room for the desires of players and the things that want to do that may not fit perfectly, but I don't see outright instruction to allow players to dictate terms.
I don't quite understand what elements of 4e help out with this in play.
It's possibly a terminology problem. Forge-isms tend to obfuscate at least as much as they enlighten.
I really do see 4e as offering something which older editions of D&D don't in the sense of control over one's character. I should be clear that such control is not necessarily an essential or even a good thing for all roleplaying styles - but it is essential for the style I find supported by 4e. That "something" is genuine control over your PC; not qualified control or conditional control or theoretical control, but real control, which is essential for the player (as opposed to the character) to be the driving force - the protagonist - in the game. What your PC's powers can do is not conditioned by what you can persuade the DM that they should be able to do, and does not have to measure up to some locally defined yardstick of "believability".
Which brings us back to the point I made above: 4e's big weakness IMO was that it was monolithic. It assumed everyone wanted to direct the game and define the world and play the metagame. If it would have been more flexible in this, it might not have been the shortest edition in D&D history, and it seems the designers, in making 5e explicitly adaptable, may have realized this.
I think, really, it comes down to a micro-focus, rather than a macro-focus. I hate to bring it up*, but I think it's basically "meta powers" (like Come And Get It), and this being a "director" type decision ("and now these guys move to me").