Beyond Old and New School - "The Secret That Was Lost"

Can GM force be a modular part of D&D ?
I hope it is, but I am really unsure : in order to contain it, and to guarantee player agenda, 4e :
1) empowered every PC with fiat effects
2) removed FX requiring massive GM Force, such as possession, from the game (my experience with 4e being essentially theoretical, please correct me)
My opinion on this topic is 4e went a bit too far. When dimension door is available at 1st level (Eladrin's Fey Step) but Magic Jar is no longer on the table, the game stops supporting too many genres/tropes/playstyles to my taste.
I think item #1 is not such a big deal. Next power curve, with 1st level characters being little more than average Joes, should accomodate many playstyles.
I have trouble finding a solution that would put#2 on a switch (or a dial ?). Would that solve the issue of DM force ? Is it feasible ?

Please compare fairly. Eladrin Fey step is a short range teleport limited to line of sight and more akin to a 2nd level spell in previous editions (Dimension Hop or Dimension Leap) . Dimension Door i s a 4th level mid range teleport not requiring line of sight.

Magic Jar is primarily a bad guy plot device spell, and often banned for PCs in previous editions (as a houserule). It has the horrible effect of making the caster's body helpless if found, making it difficult for PCs without faithful minions or lackies to use. It's easier to use as a setpiece defence with the caster's body locked in a secret room, not typically a setup accessible to PCs.

You are missing the whole point of the 4e "npcs aren't statted as PCs" ethos, in that 4e NPCs can have possession type effects if desired. I used one In my 4e game recently, a disempowered devil who had posssesed an orc and was slowly burning him up from the inside. I've seen 4e ghosts with possession powers, I'm sure.

4e PC effects in this area tend to be a lot more constrained, true, but that's the price of them not being plot device spells and thus ban-fodder.
 
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I think we're slipping a bit here into territory I'd rather not venture into

<snip>

You might think I'm more against 4e-style play than I actually am. As I've said a few times, I really enjoy 4e, but also feel that something is lacking, or has been lacking for me (and many others who express similar feelings). What this is is not so simple as to be easily narrowed down, but is a combination of factors, only some of which we've discussed in this thread. But I do want to (re-)emphasize that I don't even dislike AEDU in and of itself, I just feel that it has a kind of totalizing effect that obfuscates the approach to game play that page 42 seeks to address but is, in the end, de-emphasized.
As best I can tell, the approach to game play that you are advocating is one based on freeform descriptions by players that are then adjudicated by the GM without reference to any general framework of the 4e style.

Whatever the merits or demerits of such an approach, I don't accept that it has some special or privileged relationship to imaginative RPGing.

I want to imagine myself in the game world, and determine my action as the character that is there, and then pick a power or skill if I need to. Actually, all versions of D&D allow for this, but some emphasize different components more than others, and to varying degrees.
I don't entirely see how you can imagine yourself in the gameworld without having some conception of what resources are available to you as a player (correlating, at least in part, to capabilities of the character). For example, how can you imagine yourself as an inspirational battle captain without knowing something about your capacity to inspire? Or as a happy-go-lucky daredevil without knowing something about how lucky you are likely to be?

This relates back to a point [MENTION=27160]Balesir[/MENTION] made upthread.

I want both: clear and definable resources, but also a free-wheeling, improvisational play style that isn't relegated to a single page in one book, but is firmly part of the game ethos.

<snip>

As a DM, I always allow and encourage players to think outside of the box, to do whatever it is they want, and I've found that 99% of the time my players trust my judgment and sense of fairness. I would never make it "very, very difficult to play an inspirational battle captain" - that is a misunderstanding and/or misrepresentation of what I was trying to express; I'm honestly not sure how you came up with that interpretation! My point was simply that players can doanything, even if it isn't on the character sheet or defined by the rules, even if it seems nearly impossible.
The reason I thought it might be hard to be an "improvisational" battle captain was because you said the GM's response should be "That will be very, very difficult, but you can try . . ."

I'm still curious as to how you would adjudicate the inspirational battle captain leading the charge in Moldvay Basic, or AD&D, or Next.

I'm also curious as to the metric on which "near impossibility" is determined. For instance, for magic-users the test obviously is not real-world possibility. Suppose a MU wants to use Charm Person to persuade a sleeping guard to talk in his sleep and reveal the password - how hard is this? And how is it adjudicated?

Or suppose a PC who is conceived as a happy-go-lucky daredevil wants to jump from the castle tower into the moat 80' below. How is that adjudicated? By reference to real world criteria of difficulty? (And how do we compare the PC to the capabilities of real world acrobats and divers?)

There are different ways of answering these questions, and different versions of D&D seem to support different answers. For instance, my take on Moldvay Basic is that Charm Person can't be used to persuade a sleeping guard to reveal a password in his sleep - spells are confined to their descriptions. And the jump into the moat is to be adjudicated by the GM assinging a % chance of success - with no real mechanism for factoring in level, or thief class, or anything else.

My take on 4e is that the use of a Charm spell to persuade the sleeping guard to reveal a password is to be adjudicated as an Arcana check - everything else being equal, a Hard check. And the jump into the moat would be an Acrobatics check, with the difficulty also probably at Hard - and making it to Medium probably interpreted as a successful jump but damage at the appropriate level for a bad landing.

4e handles the Battle Captain via class-specific powers, and to confer bonus actions through improvisation would at a minimum have to cost an encounter power. I don't think in Moldvay Basic it is possible to confer bonus actions through improvisation. But I'm interested in other opinions on how this might be handled.

In my game if someone wants to be an inspirational battle captain then they play a character with a high CHA, and/or say or do something inspiring during a battle. Such acts will have a direct impact on the morale of allied npcs. Other PCs will get no tangible benefit from such an act because each player has free will and is not subject to the morale rules. This is easy to implement and does not break the overall action economy of the game.
This fits with my sense of how classic D&D handles the archetype. It means that, in a game in which NPCs will have little or no practical signficance in resolving challenges, it is impossible to play a battle captain as anything other than colour. Which isn't per se objectionable, but does bring out a distinctive feature of 4e.

The thought that the rolls matter, matters to the players.
OK, but if they don't then why lie? The fact that it matters to the players seems, if anything, a reason to be truthful.

Concerning DM force, it is VERY CLEAR in the editions of old that the DM has unlimited power on every aspect of the game, as the presence of domination, possession, charm, illusion effects, and other niceties such as dopplegangers, intelligent swords, cursed items and corrupt artifacts make mandatory.
Quite simply, not all of us accept that the trad way of roleplaying is the only way to play D&D, that trad style defines D&D, or that it is even the only textually supported way.
I agree with TwoSix. This came up in the long Fighters vs Spellcasters thread. [MENTION=6701124]Cadence[/MENTION] had some quotes from Gygax's DMG. My reading of those quotes was that Gygax advocated strong GM authority over, and adjudication of, fictional positioning - which is a particularly important contributor to action resolution in classic D&D, given the comparative lack of mechanical systems outside of combat and dealing with dungeon doors and traps. But I don't think Gygax advocated that the GM could suspend action resolution at will - or should call for (say) an attack roll or a saving throw and then ignore its results, or roll an attack roll for a monster while disregarding a PC's AC in declaring a hit or a miss.

And you don't need to do those things to adjudicate (say) doppelgangers, or cursed items, or illusions.

I think we operate under a different paradigm of what a DM's role is with regards to D&D and, I imagine, this goes back a long way. I've always taken the approach that the DM is a combination of many roles: storyteller, referee, worldbuilder, scene-setter, moderator, conflict resolver, and yes, "overlord" of the game and campaign.

In that sense, the DM's role is fundamentally different than the players, who play characters in the DM's campaign world.

<snip>

What you describe seems to involve a lot more player empowerment - that they are not as much characters within the DM's creation, and protagonists in the story, but co-creators of the game itself.
The most natural reading, for me, of "the game" is the events and experiences of play. And I take it for granted that the players are co-creators of that.

I take it for granted that world-building is also shared - for instance, players have primary authority for creating backstory around their PCs', their PCs' families and homelands, their PCs' mentors and organisaitons, etc. But the GM has responsibility for more of it, and also for backstory around the antagonists.

Scene-framing I prefer as a GM role, because I think it is hard to ask players to set their PCs' own challenges. Refereeing and adjudication is a GM function, within the scope of the action resolution mechanics.

I don't find it helpful to run these different things together, because it then becomes hard to draw distinctions that I think are pretty crucial across different approaches and different play experiences.

If the DM has a world design that that the player's choices clashes with, shouldn't the player change what they were going to do?

<snip>

who does the tie-breaking when there is a disagreement because fiat attempts clash?
This can be handled different ways. GM authority is only one approach. Negotiation and compromise/consensus is another. GM deference to players in matters that affect their PCs directly (eg race, family, mentor, organisation) is another. I personally like Luke Crane's advice in the Burning Wheel books - by which I mean I think it leads to satisfying play that engages everyone at the table.

I think I've always played with groups where the DM would incorporate any ideas the players had that didn't strongly clash with the world design
That sounds like one viable approach. It doesn't make me think we need GM authority to be stated as any sort of default or presupposition.

Does the DM have greater knowledge of where things are going in general? If so, should that give them the tie-breaking vote when its otherwise split? Or should they just get it simply because the role of DM is different from that of the player and all of the players have agreed to make that person the DM?
I'm not sure about the "greater knowledge of where things are going". I don't see that the GM has to, or even should, have such knowledge. If the players are playing the protagonists, why don't they know where things are going?

how do you deal with situations like the one over at: http://www.enworld.org/forum/showth...orlds-Combat&p=6229433&viewfull=1#post6229433

The DM is sick of playing the game because of two broken spells... and the player doesn't want them nerfed because it would destroy all the hard system mastery work they put in to developing the character.

It seems somewhat sad, but does each group need to agree on how they will deal with mid-game-discovered-brokenness before they start to play?
I haven't read that thread, and so have no advice to offer for these particular players. But I'd be surprised if a rulebook statement that the GM has absolute authority would make the problem go away.

I have had this sort of problem playing Rolemaster. It was always solved via group discussion and consensus, not unilateral exercise of authority.
 

My concern is often deciding how strongly the opposition is going to react. I've found 4e answer ("in a level appropriate fashion, add up to 5 levels") eye-opening, if not satisfactory : I have a naturalistic take on the subject, where the outside force should be determined by an economy which doesn't take the PC protagonism into account, but I am open to some kind of paradigm shift. What I would love is the introduction of some "karmic currency", similar to the Doom Pool, used by DM and players alike as a special effects budget (and where durable magic puts you in debt).
When you combine the 4e approach you describe with its XP rules you get "karmic currency" on the GM side, as encounters produce level gains open the possibility to higher level encounters - this is how the game escalates from PCs vs kobolds to PCs vs Orcus, which is pretty key to default 4e.

You also get a type of consequent karmic currency on the player side, as hit points are added and new powers gained.

But there interconnection between the various currencies is nowhere near as tight as in MHRP. I haven't seen that done for D&D. The place to start might be healing surges (and you would look to substitute them for action points in some way, and for advantages in skill challenges).

Can GM force be a modular part of D&D ?
Well, there are many RPGs which have essentially process sim PC build and action resolution with fate points layered over the top to support player protagonism (even Burning Wheel somewhat fits this description, though that is to ignore its advancement mechanics). Switching the fate ponts on/off gives you modularity here.

Perhaps GM force can be similarly modular - ie the game has resolution mechanics, and the module involves substituting GM fiat for resolution.

But if mechanics are written with GM fiat built in, I think it is going to be hard to modulate them to non-fiat mechanics.
 

4e NPCs can have possession type effects if desired. I used one In my 4e game recently, a disempowered devil who had posssesed an orc and was slowly burning him up from the inside. I've seen 4e ghosts with possession powers, I'm sure.
I've had plenty of ghosts and devils with possession abilities. Not to mention the altar of zealotry.

And on the PC side, the invoker/wizard in my game briefly had the 15th level possession daily from Heroes of the Feywild - he used it to try and read a password from a guard's mind, though the attempt failed and (naturally) hilarity ensued!
 

I don't entirely see how you can imagine yourself in the gameworld without having some conception of what resources are available to you as a player (correlating, at least in part, to capabilities of the character). For example, how can you imagine yourself as an inspirational battle captain without knowing something about your capacity to inspire?
Easy. I just do it. Maybe the mechanics of my character happen to agree, maybe they don't - just like in real life. :)
Or as a happy-go-lucky daredevil without knowing something about how lucky you are likely to be?
Er...isn't the whole point of "luck" imbued in the lack of knowledge of the future? You've got away with cheating death once or twice so you think you're lucky...maybe you are, maybe you're not, and dice and the fates will decide. This in particular is one place where a character might very well *not* know its own mechanics - it has a hidden lucky (or unlucky) streak that secretly affect an occasional die roll...

Lan-"and in a few hours I get to watch as my players either wake up a sleeping god or kill it"-efan
 

This fits with my sense of how classic D&D handles the archetype. It means that, in a game in which NPCs will have little or no practical signficance in resolving challenges, it is impossible to play a battle captain as anything other than colour. Which isn't per se objectionable, but does bring out a distinctive feature of 4e.

As far as providing tangible benefits in the form of bonuses and such beyond morale it really depends on the type of game world you want to emulate. Classic D&D has magical effects such as bless for such things and duplicating their effects with inspirational shouting kind of devalues them. The kind of world in which magical and non-magical effects are indistinguishable is HUGE change that not everyone wants to make in their games. It is good that there are games for those that want these changes and games for those who do not.
 

As far as providing tangible benefits in the form of bonuses and such beyond morale it really depends on the type of game world you want to emulate. Classic D&D has magical effects such as bless for such things and duplicating their effects with inspirational shouting kind of devalues them. The kind of world in which magical and non-magical effects are indistinguishable is HUGE change that not everyone wants to make in their games. It is good that there are games for those that want these changes and games for those who do not.

I must say that I can't see how this is a "HUGE change". Certainly an old-school fighter has no inherent magical prowess, and yet will often gain benefits that exceed the effects of a Bless spell as he levels up. I've never found that that devalues magic. Plus, you don't seem to feel the same way in reverse. That is, if we are in the business of keeping magic and mundane distinct, does it not devalue the Fighter's damage-dealing when the wizard unleashes a Fireball? Doesn't a magic missile devalue a sword strike?

I mean, any change in the numbers is basically indistiguishable from another, the source of the "+1" doesn't matter. The world where magical and non-magical effects are indistiguishable is D&D, because all you can do is raise or lower numbers. I'm not fond of trotting out the line, but your claim here seems a pretty strong endorsement of the "non-casters can't have nice things" argument.
 

As best I can tell, the approach to game play that you are advocating is one based on freeform descriptions by players that are then adjudicated by the GM without reference to any general framework of the 4e style.

Whatever the merits or demerits of such an approach, I don't accept that it has some special or privileged relationship to imaginative RPGing.

Fair enough. Although, again, I am not advocating an approach that is only "freeform descriptions by players" but rather re-emphasizes that in addition to and perhaps primary to defined resources. As I see it, this is an aspect of game play that has been de-emphasized in the AEDU paradigm.

I think AEDU limits imagination only insofar as it channels player action into pre-described and defined actions, which are in turn abstractions of actual "in play" action. In other words, a power is an abstract game term which is a step removed from the character's action itself within the campaign world.

I don't entirely see how you can imagine yourself in the gameworld without having some conception of what resources are available to you as a player (correlating, at least in part, to capabilities of the character). For example, how can you imagine yourself as an inspirational battle captain without knowing something about your capacity to inspire? Or as a happy-go-lucky daredevil without knowing something about how lucky you are likely to be?

You seem to be implying that I think PCs should haven't any statistics, and defined traits or skills or powers. That is not the case at all. I'm just interested in an approach in which the resources of a character and are pre-described as AEDU, which (for me) furthers the separation between player and character, with the player "operating" the character by determining which resources they use in a given situation, rather than the player imagining him or herself as the character within the situation, and acting accordingly. If a pre-described resource fits that action, then all the better.

The reason I thought it might be hard to be an "improvisational" battle captain was because you said the GM's response should be "That will be very, very difficult, but you can try . . ."

You misunderstood what I said, and I've already re-explained this. I did not say that being an improvisational battle captain should be met by that response from the GM; what I did say was that a GM should never say "no," even in a near-impossible situation, but at least give the option to try, even if it is "very, very difficult."

I'm still curious as to how you would adjudicate the inspirational battle captain leading the charge in Moldvay Basic, or AD&D, or Next.

As with any PC action. The player describes what he or she wants to do and the DM offers a target number to accomplish it. There might be discussion as to which character stats are employed - whether it is a straight up ability check, or if there is a skill involved, an attack, etc. In most cases it is clearly obvious, and a player will usually play to their character's strengths (e.g. a low Charisma PC won't usually try to be an inspirational battle captain, but they can - even if they don't have the power or feat for it).

I'm also curious as to the metric on which "near impossibility" is determined. For instance, for magic-users the test obviously is not real-world possibility. Suppose a MU wants to use Charm Person to persuade a sleeping guard to talk in his sleep and reveal the password - how hard is this? And how is it adjudicated?

Or suppose a PC who is conceived as a happy-go-lucky daredevil wants to jump from the castle tower into the moat 80' below. How is that adjudicated? By reference to real world criteria of difficulty? (And how do we compare the PC to the capabilities of real world acrobats and divers?)

There are different ways of answering these questions, and different versions of D&D seem to support different answers. For instance, my take on Moldvay Basic is that Charm Person can't be used to persuade a sleeping guard to reveal a password in his sleep - spells are confined to their descriptions. And the jump into the moat is to be adjudicated by the GM assinging a % chance of success - with no real mechanism for factoring in level, or thief class, or anything else.

My take on 4e is that the use of a Charm spell to persuade the sleeping guard to reveal a password is to be adjudicated as an Arcana check - everything else being equal, a Hard check. And the jump into the moat would be an Acrobatics check, with the difficulty also probably at Hard - and making it to Medium probably interpreted as a successful jump but damage at the appropriate level for a bad landing.

4e handles the Battle Captain via class-specific powers, and to confer bonus actions through improvisation would at a minimum have to cost an encounter power. I don't think in Moldvay Basic it is possible to confer bonus actions through improvisation. But I'm interested in other opinions on how this might be handled.

I haven't played older editions of D&D (pre-3e) in decades, so I think someone who has would be better suited to answer specifics. But the "modern" versions of the game based upon the d20 mechanic--3e, 4e, and 5e--all have a clear core resolution that can used: d20 roll + ability + relevant modifiers vs. target number. Within that framework any action can be resolved. It requires that a player comes up with an action--whether pre-defined or not--and the DM adjudicates by defining a target number.

It seems to me that you struggle with the idea of the DM somewhat arbitrarily coming up with a target number? Remember also that the target number is usually easy to define - it could be the Armor Class or, in 5e, a Difficulty Class which ranges from 5 ("Easy") to 35 ("Nearly Impossible").

The key here is that there's a kind of unspoken agreement of trust, that the player's will trust the judgment and fairness of the DM, but also that the DM is willing to be flexible.

The most natural reading, for me, of "the game" is the events and experiences of play. And I take it for granted that the players are co-creators of that.

I take it for granted that world-building is also shared - for instance, players have primary authority for creating backstory around their PCs', their PCs' families and homelands, their PCs' mentors and organisaitons, etc. But the GM has responsibility for more of it, and also for backstory around the antagonists.

I agree with all of that, with the caveat that the DM - at least in my game and the games I've played - has veto power and can adjust things as he or she sees fit. Not arbitrarily or petulantly, but because only the DM knows what is "really" going on in the game world...for me this is a necessary aspect of player sense of mystery. The player comes up with a back-story, even a homeland etc, but the DM can take that and modify it to fit the game world, and to perhaps produce plot threads that can be employed later on.

For example, let's say a player says that he was an orphan who was taken in by a duke and raised as a household squire and later became a knight. The DM might know something about that orphan that the player doesn't - that he's actually the son of the deposed king, the duke's dead brother. That sort of thing.

As I've said, it seems that where we differ is the degree to which the DM is "omnipotent" and "omniscient." I see it as being essentially complete. It doesn't mean that a DM will ignore the desires of a player, but that they have the freedom to re-frame them or re-contextualize them within the greater whole of the game and world.

Actually, in my mind this is a necessary component of immersion and player enjoyment - not knowing what's off the edge of the map, new surprises being introduced, "Wait, I'm the heir to the throne?!" For me there's something lost when the player says, "I want to secretly be the heir to the throne but not know it."

Its sort of like Christmas presents. I like there to be some degree of surprise, not simply a list of wished for gifts. In some ways, the AEDU paradigm is like having a list of gifts and only things on that list can be purchased. Obviously in the 4e game this isn't true, but simply having the list implies that it is true. If nothing else, the list should begin and end with "Or just ignore this and follow your inspiration - surprise me!" I suppose the best-of-both-worlds is to get some items on your wish list and a surprise or two.

Of course with surprises you never know what you're going to get--but that's the spice of life!
 

A few remarks :
* sorry if my comparison (Fey Step / Magic Jar) didn't seem fair. I can assure you Magic Jar has been thoroughly played (and abused) ime, and Fey Step at 1st level is problematic for my group at least. And I don't try to misrepresent 4e : my worst experience with DM Force was considering if a NPC was going to attempt to assassinate a PC. Even bound by the rules, it would have been an auto kill : magical stealth ensuring surprise, Polymorph Any Object automatically turning the PC into a salt statue, and final dispersion). I couldn't stomach to "frame this scene", and I have been really wary of high level play since. At least, 4e addressed this situation (but in a very heavy handed way imo - banning equipment damage in the name of fun and simplicity is not to my taste !)
* ok, I get that 4e implement possession effects. Are they permanent ? However, the situation I had in mind with my list of effects (possession, duplication...) is the following : one of the PC secretly becomes the puppet of another NPC entity in the middle of a session. How do you handle it ? It occured to me (as the player of the possessed character, another PC, or the DM) several times, and our method was having the player acting as a puppet of the DM (via secret instructions) without the rest of the players knowing it. I don't know if it qualifies as "DM force" by all accounts, as player agency is suspended for quite a while. Also, think about DL10 situation where PCs enter the dream of King Lorac. In the last stage, their capabilities are radically transformed (for instance, fighters use the magic users to-hit tables). Is it acceptable DM force ? It surely IS classical !
* judging the possible implementation of a warlord using a *Basic* set of rules is not very appropriate, don't you think ? Basic provides a very robust resolution engine, but "exception based design" is the undisputed province of the Advanced ruleset. And indeed, a Inspirational Warlord would be one exceptionnal subsystem among many others. "Inspiration" could be a subset of magic, or its own "power source" (like psionics), according to taste.
 

... and some others :D :
The "Christmas present model" (in reference to [MENTION=59082]Mercurius[/MENTION] post) is the secret here, that enables our monadic imaginations to share the same space (as a world spanning community or at the same table). Concerning worldbuilding, scene framing, adjucation, or whatever, the trick of rolling some dice behind a screen make all possible resolution methods indistinguishable from a player point of view. Consider, for instance, the iconic dungeon door (tm), the ultimate scene framing device, marking the boudary between the known and unknown. What lies beyond ?
If [MENTION=3192]howandwhy99[/MENTION] is the DM, he would have a look at his carefully prepared notes and detailed map, before reading a carefully prepared description of an orc with a pie (playing riddles).
If [MENTION=42582]pemerton[/MENTION] is the DM, he would consider your character backstory, handwave you through some corridors of little significance, and lead you to an encounter with an orc and a pie (baked by your ex girlfriend).
If <insert 2e fan here> is the DM, you would be entering the food producing complex necessary to sustain the considerable population of goblins you previously decimated. It produces pies and is ran by an orc.
If I am the DM, I would roll dice on various tables, and introduce you to an orc and his pie, because I am lazy and traditionalist. Maybe the orc is a PC.
Picking a method is the undisputed province of the DM. The player doesn't need to know, shouldn't know, AS LONG AS HE IS HOLDING HIS BREATH WHILE HIS CHARACTER OPENS THE DOOR.
It is the exact same thing with adjudication : as long as there is a DM, dice, ascreen, and a rule zero, the DM can afford to fudge, make up rules on the fly, or be bound by a system of rules. If you remove one of those basic components, you are needlessly excluding some playstyles.
Abstract HP and combat mechanics enable everybody to be at the same page, gamewise, while picturing different scenes.
As long as Fortune in the Middle is on the table, differing imaginations can happily coexist.
 

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