I've been assuming all along with the chamberlain-king example that we're talking about somewhat lower level PCs, experienced enough to know what's what but to whom an audience with the king would still be a pretty Big Deal. (maybe 3rd-5th in 1e, 7th-10th in 4e)
That's what I was thinking intially, too - but [MENTION=6681948]N'raac[/MENTION] introduced the idea of the PCs also being competent to hunt down non-juvenile dragons, and at post 1125 upthread Manbearcat posted the following:
So, with that said, do you want:
1 - Adult Red Wyrm threatening the kingdom.
2 - Ancient Red Wyrm reskinned as Adult Red Wyrm.
3 - The scene to be foreshadowing the portents of the absolute end game, where the PCs will be pitted against an Ancient Red Wyrm.
You pick and let me know.
I am going to frame this as a level 14, Complexity 2, social challenge for level 14 PCs. Reviewing the math of the GM cheat sheet, it will include Easy DCs (15) for any support actions and 5 Medium DC (21) must be successfully passed and 1 Hard DC (29). As below:
[h=1]
Skill Challenge Complexity[/h]
Complexity | Successes
| Advantages | Typical DCs |
2
| 6 | — | 5 moderate, 1 hard |
I'll get a hold of my players and we can work up 3 quick characters with different suites of resources and do this tonight. It will probably take 40 minutes all told. I'll then write this up later tonight or tomorrow. I hope this post and the playtest scene will be illustrative.
I would happily run a "deal with the chamberlain to meet the king" encounter for lower level PCs along the lines you suggest, but they would not be looking for assistance to hunt a dragon, as (at least in default 4e) that just doesn't make sense for 7th level PCs. (You'd have to be doing a Neverwinter-style reframing, where upper Heroic PCs deal with challenges that, in thematic but not mechanical terms, would be typical of mid- to upper-paragon default 4e.)
I saw no reasonable probability of failure to meet the challenge. They could fail twice.
By my count, they could have failed the Athletics check (especially if the prior Insight check had failed); could have failed the nested challenge (none of those were auto-success); and could have failed the Nature check. And hence could have failed the challenge overall.
And even in success, they had to make choices which change the fiction - for instance, outing the king and the chamberlain as weak, and potentially also deceptive. That sort of thing matters, at least in my experience. It sets important context and material for the framing and the resolution of future situations.
I'd bet that during the course of play, the players didn't feel that the scene was easy.
I think that's right. At the point where the attack was missed, and rerolled, there was a 3/10 chance of missing on the reroll. That would cause tension at the table - I've certainly had players use rerolls and the die comes up 6 or lower!
When I think about this sort of example, and relate it to my own play expereinces (and not just with 4e - certainly Rolemaster as well), it fits with my idea of "immersion through mechancis". That reroll will focus the attention of the table, making them anxious about the outcome and recognising that the fate of the chamberlain and the guards might turn on it, and that then puts the players in the same emotional situation as their PCs. That's the sort of immersion that I aim for in play.
How might matters have unfolded if the ranger had missed? [MENTION=6696971]Manbearcat[/MENTION] doesn't tell us, but one possibility could have been that the drake leaps past the ranger and chows down on the chamberlain! It seems likely that the players would still have succeeded at the challenge overall, routing the drakes and meeting the king, but getting to meet the king, and getting him to agree to provide aid, over the body of the dead chamberlain would be very different, in the fiction, from what actually happened.
Manbearcat said:
<snip ranger lodge skill challenge example>
Without going line by line, what I see is that the players actually had to roll half decently to succeed. Why was this so much more challenging than the 1’s and 2’s and constant rerolls in the Chamberlain example?
Maybe the PCs in question had different skill sets and different builds, meaning that the players had access to different resources?
What is a typical group of 4e characters, and how would they fare against this challenge? Was that not the point? But then, in any game, in any edition, what is a “typical group” or a “typical challenge”?
I posted upthread a PC sheet for an 11th level Strength paladin whom I would happily play in a version of this challenge. I don't know if you looked at the sheet or not.
It’s not role playing when it’s simply choosing the tactical best choices like your character is a pawn on the chessboard lacking any actual personality.
And here we observe another playstyle difference. I want a game in which the mechanics ensure that the best way for me, as player, to impact the scene via my PC - which is what I take you to mean by "tactically best choice" - is a way that will give voice and expression to my character's personality.
This is related to my discussion, upthread, of Rolemaster PC sheets. The best way for the player of the character with only Duping and Lie Perception as social skills to impact a social scene via his PC is to dissimulate while "reading" his target. The best way for the player of the character with only Leadership as a strong social skill to impact the same scene is to try and take charge. The best way for the player of the character with decent Amiability to impact the same scene is to be friendly, and evince a readiness to give and take. The mechanics encourage the players, in playing their PCs so as to impact the scene, to give expression to distincitve personalities.
It also relates to my comments upthread about 4e dwarves. The fact that a 4e dwarf has resistance to forced movement and gets saves against being knocked prone (and hence potentially overrun) gives the player of a dwarf a mechanical incentive to try and impact the situation by holding the line. Which then gives epression to the well-known trope of dwarves as steadfast and resolute.
I personally would never play in the way you described upthread about the wizard who casts the Wall of Iron despite the player knowing there is no mechanical threat; or the fighter who looks into the eyes of the umber hulk; and I would never expect my players to do so. I am always looking for ways to use my resources, as a player, to maximise my ability to impact the scene, and want mechanics that ensure that doing this will express the distinctive personality of my PC.
You can see another instance if you look at the PC sheet I posted. The character has strong Intimidate and Diplomacy but comparatively weak Insight. He is overbearing but lacks empathy and understanding of the motives, particularly the more subtle motives, of others. For that to come out in play, all I have to do is play him off the sheet!, deploying the resources it gives me. And that is a deliberate design choice on my part in building this character - I think issues of nobility vs humility are at the core of playing a paladin (they're not all that's at that core, but they're definitely there).
We succeeded in intimidating the Drakes to take no action against the kingdom. If they go back home and bring back a bigger threat, then our intimidation did not achieve its goal. I would expect this in a wargame style, but not in “Indie”!
The goal of the scene was not "Defeat the drakes". It was "Meet the king and get him to give aid." Or, as [MENTION=6696971]Manbearcat[/MENTION] put it, "The entirety of the Skill Challenge will be to get to and convince the king to act or sponsor/deputize them, or grant them resources/assets/hirelings in their effort to hunt and defeat the dragon."
The successful Intimidate check against the drakes is a means to that goal. It doesn't achieve some other goal.
Now, to what extent can goals crystallise or even change over the course of a skill challenge? (Or similar complex conflict resolution system.) I suspect that views and approaches differ. In Burning Wheel, for instance, the stakes in a Duel of Wits are set up front, and can't be changed part way through, at least as the rules are written. For my own part, in lengthy social skill challenges in 4e, I typically allow the first part of the challenge to help set the scene in more detail and help focus the action on the ultimate stakes, and then use the final few checks to hone in on those stakes and see how they end up being resolved. I like the pacing effects of this approach, especially because a skill challenge (unlike, say, a DoW in BW) does not have active opposition, and so this sort of "firming up" of the goals and stakes can be a sustitute for active opposition in contributing to drama and a sense of rising tension.
Sure – or let’s play and find out why the Chamberlain is so dead set against us getting in to see the King. But it was suggested those of us who didn’t telegraph this to the players were railroading the PC’s – surely they would know about the Chamberlain in advance.
You said, as I understand it, that you are happy to run a scene in which the players cannot change the Chamberlain's mind, but can only acquire backstory that the GM dispenses to them. Your idea, as I understand it, is to frame a scene in which the fictional positioning that underpins the PCs' actions (as declared by their players) is basically secret, and they might uncover it in the course of finding out why their actions fail - or, perhaps, learn from their actions failing that they
need to uncover it, and then go off and do that.
If any of what I've said is wrong, you need to tell me, because that is the picture I have in my mind of the style of play you were talking about. I have formed that picture from a combination of what you have said, what you have agreed with that other posters have said, plus my own experiences as an RPGer player over many years, drawing particularly upon those experiences of GMing that otherwise seem to fit with the way you describe the task.
Anyway, I do not see how that picture is very similar to what Manbearcat posted and what [MENTION=205]TwoSix[/MENTION] said in response. You asked "Where did the drakes come from? Why do the townspeople not know about them, and the babies?" TwoSix replies - "Good questions! Let's find out via further play." Who is the "us" in TwoSix's words "Let us find out"? The "us" is everyone at the table,
including the GM. In other words, there is no secret backstory about these matters. And you can see that in Manbearcat's post, too. At no point does the ficitional positioning of the PCs, and hence the players' prospects of success, depend upon secret backstory. The DCs are set by reference to the relevant charts - ie they depend on (i) level and (ii) the rule that a Complexity 2 skill challenge should require 5 medium and 1 hard success. "Secret" backstory is an
output of resolution - ie the GM (and in the case of the baby in the cage, one of the players) works out the details of the secret backstory as part of explaining successes and failures, not as an input into them. (This is like "Schroedinger's NPCs" discussed above after I quoted Paul Czege about keeping NPC personalities somewhat unfixed prior to play, so as to be able to realise them in play in the course of pushing and pulling at the players.)
I have had posters on earlier threads dealing with these sorts of issues tell me that they wouldn't like playing in this sort of way because the world is "not real" - it's all just "paper scenery". I can't recall if you've expressed a view on that, but I wouldn't be surprised if you had that view.
Now not all "indie" play depends on a heavy use of these "
no myth" techniques. And Manbearcat's example is not fully no myth, it seems to me - there are some preconceived plot elements like the reluctant king, the obdurate chamberlain, which he is drawing on in his framing of the scene and narration of outcomes. But I think reasonably liberal use of no myth techniques is pretty mainstream in "indie" play, precisely because it lets you establish a rich backstory without the risk of deprotagonisation resulting from adjudication via GM reference to secret backstory.
NO ONE but you said anything about roll playing through minutiae. You project that on anyone who does not see your way as the “best way” to role play. The fact is that really enjoyable role playing is often various character personalities playing off one another, so it does not translate well to a typed excerpt – you don’t know what went before, so you lack the context.
I used the verb "thespianise", to describe the opportunities open to players playing their PCs in a situation - like your version of the obdurate chamberlain - in which they cannot actually change the fiction via the play of their PCs. If you think there are opportunities in this scene that don't involve mere "thespianising" - that don't involve funny voices and shoe sizes - then please tell me (and others) what those opportunities are. It's not my style - so I might well have missed them!
Sure – and a non-Indie game can be awesome, but we want to pick it apart. So why don’t we get to subject the 4e scene to similar scrutiny?
Who is picking your game apart? All I, Manbearcat and TwoSix are doing is pointing out that there are other ways to play besides yours, and those approaches aren't going to be able to deploy the techniques that you deploy to handle caster/fighter issues.
As I said, if you think that the chamberlain scene that does not allow the players to actually affect the outcome might nevertheless make for terrific roleplaying, tell me more. What would it look like?