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

I think this non-abstract use of distance and time is - for better or words - a big part of the D&D play experience. To get rid of it would be a big deal.

You mean a big change like dividing the world up into "squares" which are only nominally 5 ft across? ;)

But while we have it, it puts limitations on how abstract resolution can become, and also puts constraints on how the action economy can work (eg the action economy must have a "movement" phase or element).

To some extent that's true. However, WRT the 4e Warlord (and almost any 4e class, really), the resolution of the gamespace simply didn't support that kind of specificity in the game before 3e. (I'd give an exception to some of the options in the 2.5e Combat and Tactics supplement, but I never knew anyone who used them so...) Mostly, I think, this is because of the 1 minute combat round. Trying to define actions on the scale of singular "steps" or maneuvers on the scale of a sword swing seems a bit too fine a point in such a system.

From my perspective, you're arguing for a very "gamish" (as opposed to gamist) interpretation of D&D/the warlord. I don't mean that in a demeaning way, and I think given some of the other things you've written to me you might agree. What I mean is that you are looking for the mechanics to provide for you a visceral experience to reflect the fictional experience, even if it isn't directly simulating the fiction. Nowadays, I'm thinking that that is what 4e delivers better than any edition before it, mostly because I don't think the other editions deliver it at all in any significant measure.

Given that the 4e mechanics/Warlord work just fine if you've never heard of feet or inches, only gameboardlike "squares", I think that its the fiddly bits which you are missing, not the idea that they actually correspond to something in the fictional physics. I'm not sure if you and the other 4e folks who feel that way could be satisfied by a more freeform system like Fate or MHRP, but (since 4e) I don't think it would be as dramatic a departure as it would have been from say AD&D. I've had some recent experiences which seem to indicate that at least some old-schoolers find the freeform mechanics to be quite acceptable, in contrast to the encyclopedia of scripted fiddly bits that characterizes the WotC editions.
 

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From my perspective, you're arguing for a very "gamish" (as opposed to gamist) interpretation of D&D/the warlord. I don't mean that in a demeaning way, and I think given some of the other things you've written to me you might agree. What I mean is that you are looking for the mechanics to provide for you a visceral experience to reflect the fictional experience, even if it isn't directly simulating the fiction. Nowadays, I'm thinking that that is what 4e delivers better than any edition before it, mostly because I don't think the other editions deliver it at all in any significant measure.

Given that the 4e mechanics/Warlord work just fine if you've never heard of feet or inches, only gameboardlike "squares", I think that its the fiddly bits which you are missing, not the idea that they actually correspond to something in the fictional physics. I'm not sure if you and the other 4e folks who feel that way could be satisfied by a more freeform system like Fate or MHRP, but (since 4e) I don't think it would be as dramatic a departure as it would have been from say AD&D.
I think MHRP could deliver an excellent battle captain - obviously mechanically quite different from the 4e one (but what else would you expect?), but it would be a character built around giving assets to your friends in appropriate combat situations, and you'd probably have a SFX that let you add a die to your pool and keep a bonus effect die as an asset for your ally under the appropriate circumstances. (Same caveat as above - this mechanic has not been fully though through, but is an attempt to outline how something might reasonably be done.)

It sounds like you might have taken something I was presenting as a necessary condition given certain constraints to have been intended as a necessary condition per se.

I don't think you need fiddly (square based, inch based, whatever) movement to have a viable warlord, as the MHRP idea shows. (And again I assume FATE could handle this in some similar sort of form within the scope of its Fate point economy.) But if you have such movement, and the relationship between action economy and the passage of ingame time which goes with it - and all versions of D&D have this, except 13th Age - then I think it is hard to have a satisfying battle captain who does not somehow engage with those elements of the game. This is because the presence of those elements precludes, or at least gets in the way, of interpreting (say) a bonus to hit as helping someone move into a better position, because there is no actual movement by the beneficiary at least as movement is defined in the game rules.

I know some people use Fate-style aspects in D&D, and I don't know the details of how they do that, but I don't see how you can include aspects that - in Fate itself - would be seen as going to advantageous position, or greater speed, or anything like that, while still using the default D&D approach of treating time and distance in a roughly process-simulation fashion.

I can't remember if it was you or someone else - it might have been [MENTION=16586]Campbell[/MENTION] - who complained that D&Dnext defines effects in terms of feet (eg ranges are in feet, Thunderwave pushes targets so many feet, etc) but then expects the group to use "theatre of the mind" - which means those distances really become simply cues for GM handwaving. I think it is something like this same feature of D&Dnext that is an impediment to improvising a satisfactory battle captain.
 

Yes but almost all rpg's (since there may be some which totally buck this standard that I am not familiar with) permit resolution without GM fiat... to a point. I mean even 4e has things which are not covered by it's rules which must be handled by GM fiat.
Of course. The question is whether the game encourages - in its rules text, in its advice text, in its examples of play, in its published modules, etc - the running of scenarios that fall within or without the scope of what it can handle.

4e really doesn't have the mechanical resources for running a game of fantasy merchants. But nor do any of its text suggest that you might use them to run this sort of game.

2nd ed AD&D doesn't have the mechanical resources to adjudicate an encounter between a PC and a town guard, or a patron, or a princess - unless that encounter is a combat encouner. But its text 100% suggests that you might run just this sort of thing in an AD&D 2nd ed game.

Couldn't a DM in OD&D, 1e, 2e, BECMI, 3e, etc. who had learned through advice from others, experimented (running mock combats), run enough games, etc. do the exact same thing.
Classic D&D doesn't have any sort of universal resolution mechanic. Neither classic D&D nor 3E has the relatively tight calibration of DCs, damage and levels that 4e does, that allows page 42 to exist and operate as it does in 4e. So my view is, no, this can't be done effectively in earlier versions of D&D.

It's like Robin Laws just cutting and pasting the pass/fail cycle material from HeroQuest revised into the 4e DMG2 - the techniques simply can't be applied in 4e (or any other version of D&D, for that matter) as they are in HeroWars/Quest because the mechanical "spine" of the system is so different.

Similarly, there is no analogue of p 42 for Burning Wheel, because it uses a fundamentally different technique for setting DCs (they are set "objectively" or "realistically", not on a metagame basis) and for adjudicating the effects of successful actions (there is nothing like the "level-appropriate damage" of 4e).

Just in deciding the credibility test the DM is in fact deciding it is good for a gonzo fantasy story. I feel like you're splitting hairs here, if you are judging genre appropriateness then you are deciding whether an action is good or bad for the type of story you want to tell.
If you think the difference between choosing tropes and choosing outcomes is a hairsplitting difference, OK. I don't agree. When we all sit down to play (say) a core 4e rulebooks fantasy D&D campaign, we have settled on a whole heap of tropes: dwarves, elves and orcs are in; cities with steel skyscrapers and rayguns are out. But nothing is yet known about what events will occur within the game.

I don't remember reading about a "credibility test" in 4e...

<snip>

what i saw was that the DM decides whether an action is possible and then also how hard or easy it is.
DMG p 42:

Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable.

This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC​

There is the "credibility test: - "the classic swashbuckling move", "this sort of action is exactly the kind of thinking you want to encourage", "an Acrobatics check seems reasonable".

Key features include the determining of what is "reasonable" not by reference to real world physics but rather genre considerations - "the classic swashbuckling move" - and the setting of DC based on metagame genre considerations - "this sort of action is exactly the kind of thinking you want to encourage - rather than ingame causal process considerations.

The only difference I can see from the process described in the HeroQuest revised or MHRP rulebooks is that application of a credibility test is part of every action declaration in those games, whereas in 4e it only comes into play with p 42. When players are using their powers, they are performing actions which have been "pre-declared" to be credible within the genre.
 

I think there are different, orthogonal issues at play here.

Rules light vs rules heavy is one. Games like MHRP (and FATE) show that rules light games can still be comprehensive and robust.

Yes, sure.

In D&Dnext, it could be a simple as a token that every player gets when they roll initiative....snip

I like it. I haven't played Next yet so haven't thought about house rules, but this is the sort of thing I could see adding on - as you would put it, it adds dimensionality but without too much complication, and without (as I see it) the problematic AEDU paradigm...although it still gives a taste of that.

In the absence of mechanics, it seems to me that we have only GM fiat. To put it by reference to the slogan "say yes or roll the dice", if there are no dice to be rolled then either the GM "says yes" - ie the players get what they want - or the GM "says no" - ie the GM decides that the players don't get what they want.

For all sorts of reasons I don't find that very satisfying. I recognise that my view is not universal. But I don't see how this is easily described as anything but the GM deciding what story will be told. If the players would like the story to go differently, where is their opportunity to bring that about other than by persuading the GM?

Again, its not either/or. DM fiat fills the gaps (and there are always gaps, no matter how seemless the rules are), and also provides an over-arching "rule zero" that can be applied as deemed necessary by the DM, usually behind the screen.

By "Gygaxian gaming" I mean the sort of RPGing advocated by Gygax in his PHB and DMG. It is (in Forge terminology) gamist, or "step on up", RPGing. The players show their mettle by beating the referee's dungeon. Tomb of Horrors, White Plume Mountain and the like are classics of this genre.
....

It would be wrong to say that in this style of game the DM's power is absolute. For instance, the DM does not have unlimited power over backstory - thsu, a DM who simply redraws dungeon corridors, or adjust dungeon inhabitants, so as to undermine the strategy and tactics the players have formulated in reliance upon their scouting, detection magic and the like is (in this style of play) flat out cheating. Of course, if those changes have an in-fiction explanation - say, a teleporter device - then the DM is not cheating. But this shows it is not railroading but overly adversarial GMing which is the threat to the functionality of this sort of play. You can see it lurking beneath the surface, but not very far beneath the surface, in Gygax's DMG (with the advice on earseekers), in his MM (lurkers above, trappers, mimics, earseekers, rot grubs, gas spores, etc) and in Dragon and White Dwarf magazines of that period. Not to mention the Tomb of Horrors.

What you describe as the DM "cheating" has nothing to do with style of play, but who the DM is as a person - and thus can occur in any game, any edition.

Unlimited DM power, even to the extent of fudging monster hit points so as to keep them alive, or fiating player attacks so as to stop them killing "special" NPCs, is a product of AD&D 2nd ed rules texts (and similar era rules text in White Wolf books - the so-called "golden rule").

Not sure I buy this. This seems to be an underlying assumption in all editions of D&D, that rule zero always applies. I haven't looked, but I'm guessing that you could find mention of it in some form or fashion in every edition, probably every DMG.

I prefer a game in which the players can make meaningful choices as to how their PCs engage the gameworld without relying upon the GM as the sole mediator of whether or not those choices have an effect - and if so, what effect - on the ingame fictional situation. I have two main reasons for this preference: (i) I want the players to play a major role in shaping the outcome of ingame events; (ii) I do not want the conflict of interset, as GM, of having to both establish the adversity that confronts the PCs, and deciding whether or not they are able to overcome it. For me, systems which do not satisfy constraint (ii) - ie systems in which the GM decides to "allow" things or not based on whether or not they are "good for the story" - are insipid and uninspiring. Whether or not they involve roleplaying, they all fall under the broad notion of the GM deciding what story will be told.

See, both of your reasons aren't a problem in any game I've ever run. Players always have a major role in "shaping the outcome of in-game events" and I never feel I have a conflict of interest because I emply fiat/rule zero sparingly, and only when I deem it necessary to improve the enjoyment of all...and, if at all possible, it won't be noticed by the players.

I think the main problem I see with your logic is that you see it as a black-or-white issue: if the GM "meddles" at all, the whole thing is tainted. I think the main issue is how skillfully (or tactfully) the GM employs fiat, and for what end.

Another variation on fiat is with critical hits and misses. I tend to find 4e's max HP rather boring, so I often throw in an added effect. The same with a critical failure. This effect is entirely subjective, entirely my choice, and the players have always been fine with it, even enjoyed the unknown quality of it.

That's not in disupte. I'm not saying that you should like 4e. I'm just denying that it's a game which is a threat to imagine, or has caused imaginative play to become "a secret that was lost". By empowering players in the ways I have described in the previous paragraph, I find it produces more imaginative play than any other fantasy RPG I have GMed.

That goes back to the original post, which I just re-read and still feel in resonance with. But its important to realize that I was talking about something much larger than just RPGs or editions of D&D and applying that to how I see it manifest within the context of RPGs and D&D.

Going back to my original point, another way of framing it is that as our technology develops, something is lost in the mix. The technology "fills in the gaps" but something gets obfuscated. One analogy is that of a going to the movie theater vs. sitting around a camp-fire and listening to a story. Another is that of the wonder and play of a child being obfuscated by the Important Activities of the Adult World.

It is hard to pin-point exactly what it is in recent editions of D&D, especially 4e, that makes it more like a movie than a campfire story (for me), but I think it is related to the degree to which the rules cover everything, which is largely what we've been talking about. If there's a rule for everything then there is no room for rulings. If a PC has a whole list of powers with specific effects, its less likely that they'll improvise and come up with their own imagined action. That's the heart of it for me.

This is a huge over-simplification, but its kind of like this:

- In paradigm A a warrior can do one of two things: attack or do something fancy (improvise)
- In paradigm B a warrior can do ten things, or "powers"; they can also do something fancy, but it won't be as effective as the ten things they can do

I'd have no problem with paradigm B if it didn't obscure or marginalize doing something fancy. But, unfortunately, in 4e it does. Improvisation is put on the back-burner because A) there are so many pre-described options to choose from, and B) those pre-described options are generally superior and more failproof than making something up on the fly.

To put it another way, I don't have a problem with PCs having greater control of their own resources, but that those resources are so clearly defined and obscure the option to improvise, both by "covering them up" with the drop-down menu of powers, but also because the powers are inherently superior to page 42.

This is just one example, one area, in which I think "something has been lost," that the rules - both as written, but also as implied - limit the use of imagination and improvisation in 4e.

I don't know where to go from here. We can continue to nit-pick the fine points of the rules of various editions, but I don't see much point in that - plus we'll just end up going round and round.
 

It sounds like you might have taken something I was presenting as a necessary condition given certain constraints to have been intended as a necessary condition per se.

Possibly, I found one of the previous exchanges to be a little odd in the "did he really mean that?...maybe he did." way.

I think MHRP could deliver an excellent battle captain - obviously mechanically quite different from the 4e one (but what else would you expect?), but it would be a character built around giving assets to your friends in appropriate combat situations, and you'd probably have a SFX that let you add a die to your pool and keep a bonus effect die as an asset for your ally under the appropriate circumstances. (Same caveat as above - this mechanic has not been fully though through, but is an attempt to outline how something might reasonably be done.)

I don't think you need fiddly (square based, inch based, whatever) movement to have a viable warlord, as the MHRP idea shows. (And again I assume FATE could handle this in some similar sort of form within the scope of its Fate point economy.)

Fate Core would probably handle it with a stunt or two that affect what happens when you Succeed With Style in melee or if you tried to Create Advantage using another skill or... Honestly, how an individual player wanted to do it could be quite variable in Fate, reflecting wildly different styles and methods of leadership or encouragement. Cooperative action between the PCs is such a common aspect of climactic scenes in Fate that its easy to do. In some ways its just a specific flavoring of what everyone does.

But if you have such movement, and the relationship between action economy and the passage of ingame time which goes with it - and all versions of D&D have this, except 13th Age - then I think it is hard to have a satisfying battle captain who does not somehow engage with those elements of the game. This is because the presence of those elements precludes, or at least gets in the way, of interpreting (say) a bonus to hit as helping someone move into a better position, because there is no actual movement by the beneficiary at least as movement is defined in the game rules.

Got it, and generally agreed to the extent that that movement/time/action economy must be specified precisely enough to warrant such things.

I know some people use Fate-style aspects in D&D, and I don't know the details of how they do that, but I don't see how you can include aspects that - in Fate itself - would be seen as going to advantageous position, or greater speed, or anything like that, while still using the default D&D approach of treating time and distance in a roughly process-simulation fashion.

When you consider that Fate also handles things like spell effects with temporary aspects...yeah, that's why it falls flat. You end up with Fate-using-a-d20 or D&D-with-hamstrung-aspects rather than D&D-that-plays-like-Fate.

I can't remember if it was you or someone else - it might have been @Campbell - who complained that D&Dnext defines effects in terms of feet (eg ranges are in feet, Thunderwave pushes targets so many feet, etc) but then expects the group to use "theatre of the mind" - which means those distances really become simply cues for GM handwaving. I think it is something like this same feature of D&Dnext that is an impediment to improvising a satisfactory battle captain.

Wasn't me, I don't think. The 13th Age Bard manages it fairly well with rather abstract positioning...or at least I don't hear a lot of players complaining about it. Personally, I still think having a battle captain in classical D&D architecture is more limited by the fact that skill attribute checks don't have much reliable mechanical meaning for fictional positioning, especially in the social sphere where it tends to be all DM fiat AFAICT. They tend to act as solely permission mechanics. When a player says "I try to <X>". The DM has three responses: "Yes", "No", or "Make a check."

In Classic D&D, I've only seen the type of narrative that others are describing here used as a (often jesting) post hoc justification for die rolls that already happened in combat. Sort of a Fortune at the Beginning way of playing. (Strangely, Classic D&D can be played as Fortune almost anywhere.)
 

Not sure I buy this. This seems to be an underlying assumption in all editions of D&D, that rule zero always applies. I haven't looked, but I'm guessing that you could find mention of it in some form or fashion in every edition, probably every DMG.
I think rule zero has always been around, in the context that the DM is not limited to the scenarios and resources presented in the books. The DM has the right to insert and modify encounters to match his vision (and whether his vision be the greater or story or simply the framing of any one scene).

The true issue with rule zero becomes when the DM-enforced changes become intrusive enough to make the players feel deprotagonized. The 2e/WoD mantra was that the DM-story should have a higher precedence that the player's desire to drive the action, which often mandated heavy use of rule zero. That's why such uses of rule zero are frowned upon in indie games, where being player-centric is a major tenet.

Ultimately, what constitutes a fair use of rule zero is an (explicit or implicit) negotiation between the players and the DM.

See, both of your reasons aren't a problem in any game I've ever run. Players always have a major role in "shaping the outcome of in-game events" and I never feel I have a conflict of interest because I emply fiat/rule zero sparingly, and only when I deem it necessary to improve the enjoyment of all...and, if at all possible, it won't be noticed by the players.
There's nothing wrong with illusionism (making changes to rules that aren't visible to the players) in and of itself. But there's nothing wrong with also expecting the game to do what it says. If a game offers the promise of cinematic battles, but the enemies always die in one round, I'm going to have to resort to illusionism to make the game run the way it was offered (as I don't see a cinematic battle being over in 6 seconds).

I think the main problem I see with your logic is that you see it as a black-or-white issue: if the GM "meddles" at all, the whole thing is tainted. I think the main issue is how skillfully (or tactfully) the GM employs fiat, and for what end.
But that's not a logic issue. For his preferences, GM meddling taints the game. The GM should set up the encounters, and run them according to the rules. He shouldn't give the enemy 50 extra hit points because it got critical'd by a daily power.

Another variation on fiat is with critical hits and misses. I tend to find 4e's max HP rather boring, so I often throw in an added effect. The same with a critical failure. This effect is entirely subjective, entirely my choice, and the players have always been fine with it, even enjoyed the unknown quality of it.
But that isn't really fiat. You have a house rule that criticals do max damage plus an additional narrative effect. You've negotiated with your players to take back some narrative authority upon certain resolution results. It's not indie or anything, but I don't think of it as fiat. Fiat is "Sorry, your vorpal sword can't cut off this guy's head because he's wearing armor that covers his neck." It's the imposition of DM preference (whether in the cause of story or greater simulative "fidelity") to override a player's rules-granted authority to shape the fiction.


Going back to my original point, another way of framing it is that as our technology develops, something is lost in the mix. The technology "fills in the gaps" but something gets obfuscated. One analogy is that of a going to the movie theater vs. sitting around a camp-fire and listening to a story. Another is that of the wonder and play of a child being obfuscated by the Important Activities of the Adult World.
I think your thesis would be stronger if you could identify what the "something" is. To be honest, the campfire story is kind of lost on me, since I never really did that. (I could invoke "Are you Afraid of the Dark?" on 90s era Nickelodeon, but that might just prove your point! :) ) I've seen similar arguments about animation styles, especially hand-drawn versus photorealistic CGI. Or possibly between novels and graphic novels, where in reading you have to generate your own images, but a graphic novel does it for you. I've always found novels to be immersive, and graphic novels not to be (I generally find them a waste of money, as I read too fast for them to provide much value), but I don't think that's anything else than a product of my own style of cognition.

This is a huge over-simplification, but its kind of like this:

- In paradigm A a warrior can do one of two things: attack or do something fancy (improvise)
- In paradigm B a warrior can do ten things, or "powers"; they can also do something fancy, but it won't be as effective as the ten things they can do

I'd have no problem with paradigm B if it didn't obscure or marginalize doing something fancy. But, unfortunately, in 4e it does. Improvisation is put on the back-burner because A) there are so many pre-described options to choose from, and B) those pre-described options are generally superior and more failproof than making something up on the fly.
See, I guess where you see marginalize, I see deemphasize. And again, I think this is a function of player-type, not system. Even in old-school games, most players I met would simply attack, or look through their magic items. Spellcasters would look over their spells. I've never played in games where players were always looking for chandeliers to swing on or fireplaces to push people into.

The best way to get players to improvise, I've found, is to give them upfront knowledge of the outcome and that attempting to engage with the environment (which is really what improvise means) is their tactically most sound option. You're right that 4e powers are reliable, so that people will default to them. I certainly think 4e powers could be improved by adding in narrative conditions to triggers rather than a reliance on the ED part of AEDU system and reskinning. (My own 4e hack has no encounter powers, for example). But I've never found any other D&D system to do a better job. When we played OSR, people just attacked, and hoped I gave them a bonus. They told me in our last OSR session that they were bored because there was nothing for them to choose in combat, they just told me what they were doing and hoped it work. They wanted control. So we're back to a (hacked) 4e.
 

I don't think they "enforce" this, in so far as a GM might ignore them or not use them.

But they permit resolution without GM fiat. That is the respect in which they resemble FATE or MHRP and differ from (say) 2nd ed AD&D, which does not have a mechanic for (say) finding your way through the wilderness to the temple, or persuading the guard to open the gate, other than GM fiat.


DMG 2e pp. 172-173 Rules for getting lost in wilderness
PH pp86 Tracking
In the first place to find a hidden temple the PC should have some reason to believe/suspect it is there. So they either follow some clues or try to follow the trail of somebody. The DM may be rolling the "lost" chance, but the PCs can influence the probability.

DMG pp. 97-99,157 Morale rules and their uses for bribing NPCs
DMG pp.140 PH pp. 25 & 59 (bard) Encounter/NPC reactions
Opening the gates to me implies either:
1. A dereliction of duty, resolved by the Morale rules, triggered by either a bribe or a threat.
2. If the NPC being contrary or not, which is a encounter reaction.


While those might not be rules you like, but they are there. So lets be fair.;)
 

Sorry to be in-and-out in this thread - much to do at present...

Speaking for myself, the "GM fiat" issue I have with older editions is not really with the "fringe" activities or off-the-wall manoeuvres and such like. Those are going to require fiat or negotiation or some such with any RPG, at some point.

My problem is really with rules that require GM fiat, not because the rules don't cover a specific effect, situation or action but because the designers apparently thought that an arbitrary decision by the GM would be the best thing for the game.

I'm thinking here of:

- copious situations where something might or might not be allowed "at DM discretion".

- "Charm" type spells where the target "viewed the caster as a friend". What sort of friend? The sort of friend a lifeboatman is to a drowning sailor he's never met? The sort of friend J.R. Ewing was to his brother Bobby? The sort of friend Short Round was to Indiana Jones? What does this effect mean? The GM has to decide, because the rules simply don't say.

- "Illusion" type spells that deal with what a monster or NPC will believe and how they will react. Is that illusory bridge "obviously solid" or will they treat it with the sort of caution player characters would treat an unknown bridge in a dungeon environment? If they know the bridge wasn't there this morning, will that change their view? How do we know if they "knew it wasn't there this morning" or not?

In all these cases and more, the GM has to make arbitrary and fiat decisions - not because this is a situation the rules writer didn't cover, but because of some specific element that the rules writer specifically included into the rules of the game.

This is something 4E doesn't do*, and I am eternally grateful for that when I run it.



*: Apart from a couple of additions in Essentials, but those were a retrograde and misjudged late inclusion, in my view.
 

- "Charm" type spells where the target "viewed the caster as a friend". What sort of friend? The sort of friend a lifeboatman is to a drowning sailor he's never met? The sort of friend J.R. Ewing was to his brother Bobby? The sort of friend Short Round was to Indiana Jones? What does this effect mean? The GM has to decide, because the rules simply don't say.

Charm Person from 1E: This spell will affect any single person or
mammal it is cast upon. The creature then will regard the druid (or magic user) who cast the spell as a trusted friend and ally to be heeded and protected.
 
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Charm Person from 1E: This spell will affect any single person or
mammal it is cast upon. The creature then will regard the druid (or magic user) who cast the spell as a trusted friend and ally to be heeded and protected.


That's true, and a trusted friend looking out for your protection is pretty explicit and huge.
 

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