Ricochet
Explorer
Action Points. Specifically, the way they were implemented in 4e, where an AP gave you an extra action.
This.
Action Points. Specifically, the way they were implemented in 4e, where an AP gave you an extra action.
Yes, I remember getting that feeling when I thought about running an ME game. It looks good from a distance but zooming in to anything (except the languages!) it breaks, there's no 'there' there. Swords & Sorcery settings don't tend to have this issue so much, perhaps because they tend to be based off the ancient or medieval world so closely.
As you say, to work Middle Earth needs a hell of a lot of mundanification - Arnor needs surviving human settlements and trade networks, Rohan a dependable non-Enty source of wood, Minas Tirith needs extra gates for the food wagons, etc etc etc.
It's common in 4e for the Arcana skill to be able to manipulate magical forces - comes up a lot in the published adventures. Took me a bit of getting used to, too.
Recently IMC the treasure table I was using threw up a ring bound with 'living fire' from the Elemental Chaos, very very valuable but not officially a 'magic item'. The players naturally wanted to turn it into a real magic item, and there was some discussion & negotiation of how they could do this, and what it might be.They were able to get it turned into a fire ring, a rare item from Mordenkainens ME: not something I had planned in advance, but seemed reasonable.
I'll bite! (In a slightly tangential way.)
Some years ago now, @LostSoul pointed me to this blog piece, about "narrative technique" in RPGing.
The main point of the blog is that there is a tension between (i) player authorial power and (ii) player-driven, scene-framing-style play - namely, that if the players get to author their own solutions or outcomes via plot power, this undercuts the emotional power of engaging a challenge/crisis via your PC. Here is how the blog author (Eero Tuovinen) puts it:
[W]hen you apply narration sharing to backstory authority, you require the player to both establish and resolve a conflict, which runs counter to the Czege principle [an observation that "it’s not exciting to play a roleplaying game if the rules require one player to both introduce and resolve a conflict"]. You also require the player to take on additional responsibilities in addition to his tasks in character advocacy . . . nstead of only having to worry about expressing his character and making decisions for him . . . he has to make decisions that are not predicated on the best interests of his character, but on the best interests of the story itself.
The author goes on to contrast narration-sharing with scene-framing-style RPGing:
The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook. And it works, but only as long as you do not require the player to take part in determining the backstory and moments of choice. If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character, not ask the player whether he’s OK with it – asking him is the same as telling him to stop considering the scene in terms of what his character wants and requiring him to take an objective stance on what is “best for the story”. Consensus is a poor tool in driving excitement, a roleplaying game does not have teeth if you stop to ask the other players if it’s OK to actually challenge their characters.
Burning Wheel allows more formal player backtory authority than does 4e - I've given the examples upthread, of using the Circles mechanic to bring NPCs into play. But it tries to use various devices to make sure that these don't lead to the problem just described. First, they require checks - so mechanically, they work out the same way as other action declarations, with the GM having control over failure narration. Second, the GM still has authority over framing the PCs (and thereby the players) into conflicts/challenges, so the players' introduction of backstory (in the form of "NPCs my guy would know", or "information about Greyhawk that my guy would know") is by way of response to those challenges, not establishing new conflicts for his/her PC.
Otherwise the basic mechanical play of BW is pretty traditional. It has some fairly simple "limit-break" stuff (various sorts of fate points that add bonus dice and can be used to dodge PC death). Otherwise the bells and whistles are in the advancement rules (which create incentives (i) not to always use your biggest possible bonus, and (ii) to take on impossible tasks) and the rules for earning the fate points, as well as "fail forward", "say yes" and "no retries" as key GMing techniques.
That last bit after the comma is not helping, I don't think. The player in my game played his character in the setting within the limits of what the character could actually do.
But also - by drawing upon his conception of his character and of the setting - he conjectured that those limits included something which hadn't previously been discussed, established or explored.
If you are excluding that from the player role - and I agree that 2nd ed AD&D does exclude it - you are confining the player role in a way which is (in my view) not fully described by "playing my character within the limits of what the character can actually do". It is also precluding the player from testing those limits. The player has a certain degree of certainty about what the character can and cannot do - and consequently a degree of passivity - that I think is not necessarily verisimilitudinous, nor true to the experience of watching a movie or reading a novel.
For instance, it seems that the only way you can be surprised by what your character can do is if the GM reveals a new mechanic to you.
The ritual system is fantastic for this. One time the PCs in my campaign were in the lost dwarven city and being plagued by Jermlaine that infested the ventilation system. Nobody could (or was insane enough to) go in after them. So the wizard sat down and used a skill challenge to take a couple hours to brew up a ritualized version of her Stinking Cloud power that would fill the shafts with poison gas. It worked and everyone was suitably impressed with her arcane prowess. The players did many similar things at various times, some of them with less stellar results...
Just focusing on (1) - how does the GM decide? As in, what considerations are meant to be taken into account?
You've said upthread that you don't want your desire, as a player, to have your PC do this thing make a difference. So presumably, then, the GM is not meant to have regard to the fact that the player, having tentatively declared the action, wants to be allowed to attempt it. This is a clear difference from 4e, which encourages the GM to say yes to such requests.
But what other considerations are relevant? Genre ones, obviously, but most of the time that won't settle the question either way because engaged players tend to try and reinforce or build on genre rather than undermine it.
What else? (Not rhetorical.)
While the spontaneous Chase turned out ok, I ended up discarding the strict "X successes before 3 failures" model because the logic of the PCs' actions dictated that they caught the fleeing villain before their target number of successes.
4e did make DMing pretty easy. I was surprised at how quickly new-to-the-hobby players would feel confident to DM.The best things about 4e were the ease of encounter building for DMs, minions, and the variety within a monster (i.e. goblins with various roles). Building solid, level appropriate encounters was a breeze in 4e.