Argyle King
Legend
@Argyle King
I appreciate your long post (hence the xp), but I cannot remotely conceive (in terms of how the actual system gives rise to antagonism/"being-an-obstacle-to-PC-dramatic-need") of what you're envisioning here. In the actual play of the game.
If I'm running a 4e game at Epic Tier for a level 26 party and they're trying to Parley with an Ancient Red Dragon (level 30), I'm running a Complexity 1, Level 30 Skill Challenge. The Medium DC is 32 at that level. They need to defeat 4 * DC 32 obstacles before they fail * 3 (and lose the Parley). Let us say this is the beginning of the framing:
"Jendyx the Inferno lays like a disinterested dog in the molten slag of the burning volcano. Only a quarter of his body uncovered and even that is waxing and waning as the lava pools all around him. He knows you need his help...and he clearly doesn't feel threatened by you.
Without looking at you, his voice rumbles. Your people hail from a furnace much like this Katerina (a Fire Genasi). Refresh my memory. Wasn't their volcano doused by the Frozen Wind of the North (an Ancient White Dragon). And with that dousing, your proud people turned refugees. Those that didn't die as cowards from the dragon's razing their home.
...not impressed...or am I mistaken?"
You don't roll dice for monsters in 4e noncombat conflict resolution (just like in PBtA). The GM provides the thematic adversity/obstacles, provokes the players to action, and then changes the situation with more/new/escalated adversity. The only numbers that matter here are 32 and * 4 vs * 3. But those numbers don't tell me how much history Jendyx the Inferno knows, how initially he is unwilling to aid the PCs, how initially unimpressed he is, how deep his reservoir of Arcana is (knowledge or power). Like 6-, 7-9, and 10+ in PBtA, they just tell me what target numbers PCs have to get what they want and move the fiction and gamestate along in a trajectory that nets them a Story Win (Jendyx's aid) or a Story Loss (Jendyx's ire).
Just like in PBtA games, its my job to faithfully frame conflicts and convey Jendyx as x, y, and z (and in so doing provoke PCs into action/decision-points).
Maybe the PC goes with a History move, succeeds, and corrects a detail of the record for Jendyx and turn his move back on him (which he'll naturally say it was a test and they passed...and then I'll move to the next Jendyx parley obstacle). And things will continue on from there.
Its unclear to me what you're imagine here is a problem. And I would have to imagine that you would have exactly the same problem running a dragon in Dungeon World (given that, like 4e, DW's monsters are a collection of tags and numbers and its up to the GM to appropriately render them into the shared imagined space...then players make moves and roll dice - just like 4e - and we find out how things go)?
Do you have an example of some kind that can clarify? An example in either 4e or Dungeon World would do the trick in helping me understand what is going on "under the cognitive hood" for you as it pertains to the actual systemization of these games?
Nothing you mentioned there is a problem for me.
The issues I had were what I mentioned in my previous post. There are times when monsters struggled to do many of the same things which would be relatively easy for PCs. It's been literally years since I have played 4E, but an example I remember talking about on a forum was designing an encounter in which the PCs were on gondola lift fighting against a group of enemies on a different gondola lift. It was rather trivial for the PCs to target and destroy the opposing gondola; for the monsters to use the same tactic was difficult.
I was in no way bothered by the PCs using that tactic. In fact, I expected that such a thing would be attempted. What I did not expect was that the numbers generated by the PCs would interact with the numbers the game world was built upon in very different way from how the numbers generated by the monsters were able to interact with the numbers the game world was built upon. In a game which was built around cool combats with moving parts and action (and a game which honestly did a good job at that,) something which was designed to be cool literally fell apart because I did not expect such a drastic difference in what the PCs could do versus what the monsters could do in terms of how they interacted with the world around them. Different? Sure. But that different? No. That was during one of my first attempts at running 4E. It did not upset me nor did it turn me away from the game; I simply learned that how the game instructed me to build things was not the best way to build things for the ideas I had.
If we're talking specifically about skill checks and narrative resolution, I mentioned a few pages back how I ran skill challenges differently.
Additionally, I will say that -if playing with one of the groups I played (from the player side of) 4E with toward the end of 4E- there were a few players who may be inclined to use brute force against the dragon because they would be confident (and probably correct in surmising) that they could beat it into submission. I did not start with saying that because part of the "problem" there is one of play style. Even so, some of what may be perceived as "bad behavior" was partially enabled, taught by, and informed by what they learned they were able to do power-wise in relation to other things in the game.
I put things in "quotations" because I am not attempting to make a judgement concerning whether or not that style of play is good or bad. However, they were experiences that I watched from the player side of things and mentally noted to inform how I ran the game differently. They were also things which I noticed were bothersome to the DM running the game at the time. It became unfun for that the DM to run the game.