hawkeyefan
Legend
Yeah of course. So does a brutal fight that taxes the participants.If the story is "The heroes seek to destroy Strahd," a curbstomp seems like that.
Yeah of course. So does a brutal fight that taxes the participants.If the story is "The heroes seek to destroy Strahd," a curbstomp seems like that.
Oh, definitely. But if the players play the game such that they get the curbstomp, because they want to curbstomp Strahd, then they've made the story about curbstomping Strahd. If they play the game so they get a brutal, taxing fight with Strahd, they've made the story about that.Yeah of course. So does a brutal fight that taxes the participants.
Oh, definitely. But if the players play the game such that they get the curbstomp, because they want to curbstomp Strahd, then they've made the story about curbstomping Strahd. If they play the game so they get a brutal, taxing fight with Strahd, they've made the story about that.
IDK how to multi-quote so bear with me.You keep making this observation, but you're not backing it up except to say you can do it. I don't see how. Please elucidate. How can I both want my play to be the determiner in how a scenario plays out AND want the GM to manage that scenario so that it has proper pacing and challenge? I mean, the former says it's about my play while the latter says it's about the GM modifying things regardless of my play, right? These things are in contention.
Now, what I think you might be going for is that this contention might be balanced for a given table -- that there's an amount of "my play determines things" that's sufficient and also an amount of "the GM will manage play to produce proper pacing, challenge, and climatic excitement." Sure, but you're not mixing these but balancing them -- you can't be doing one while you're doing the other, it's either/or. I've already said this can be done, pointing to WotC APs, which have interesting swap points between modes of play in them. Take Curse of Strahd, as I believe that's already been used in this thread. Curse has a huge amount of pacing balancing going on alongside challenge balancing. If you run this as presented, players will wander in certain parts of the sandbox until they're tough enough to start wandering other parts at which time they'll be pointed there. Yet, there's no real way to determine what area you're in using skilled play -- scouting doesn't really work and divinations are off the table and NPCs are unreliable sources of information. You're really relying on the GM to point you in the right direction. But, once you've arrived at a location of interest, the game swaps back to semi-skilled play imperatives -- maps are provided and well keyed with information. DCs are set. Bits of interest are set. The players can absolutely engage in these areas with skilled play. And then it's back to story management.
The final fight with Strahd is mostly story management, though -- the circumstances of the final showdown will largely be up to the GM and not what the players have accomplished.
So, yeah, sure, you can mix and match, and even come up with something that works and is coherent, but it's by swapping, not by merging the two approaches.
The answer to why they wouldn't is--as you say below--fidelity to the fiction. If the PCs can somehow put the DM in the position of defining Strahd's assets, they can eliminate them or otherwise deny him access to them. Or, if having Strahd use assets now, makes him look like an idiot earlier.I think there’s some truth to this, yeah. But I don’t know if that’s all there is to it.
Now, I know Curse of Strahd is a published adventure, but I think it’s largely in line with the kind of prep many DMs may perform. It’s loose enough that Strahd can marshal aid of several different kinds. Even if the PCs may eliminate some of those points of aid.
The GM can bring all kinds of stuff to that last battle. And why wouldn’t they?
It seems plausible, yes.So let’s say the situation is one of the PCs getting the Sunsword (it’s a powerful weapon that really messes vampires up) and having won it through a hard battle (it can be in one of several locations in the game), their decision is to either press on to the castle to try and catch Strahd before he knows they have the sword, or rest and recover their spells and HP and so on, and then attack after resting.
So they can attack now but at less than full strength, but Strahd likely won’t be as prepared. Or they can wait and attack at full strength, but Strahd will have time to prepare for them.
That seems a perfectly plausible decision point for the players, and each option seems legit as far as fidelity to the fiction goes. Would you agree?
I suppose it could be, if the players had any specific information to base the decision on. If they knew Strahd would prepare given time, or if they knew he was too powerful for them to take on at anything other than full strength. It also might depend on what is meant by "prepare." If it meant "call in allies or reinforcements," it might make sense to go after the allies or reinforcements.If so, how would you say skilled play is a factor here?
If there's nothing to base the decision on, there's no real skill in making it. Like, if the information one needs decide intelligently isn't available, there's no real skill in making the decision.If not, why not?
I've read the discussion from @Ovinomancer and you about 5e vs SP with interest. It doesn't really chime with my experience. I have played and DM'd all versions of D&D from Basic onward. I find 5e as concrete as any other version.Oh I agree completely, but skilled play in 5E probably isn't, as resource management is mostly out the window, or at least a solid chunk of it. I was just indexing the bit I thought was more relevant. If I want to emphasize resource management 5E is not the system I'd pick.
I like this summary. From my reading of posters' presentations of SP, it most relies on there being something consistent there to base the decision on. The easiest (and classic) case is the drawn map. The DM has an artifact that captures their pre-planning. For decades however, D&D designers have offered advice about pre-planning worlds and NPCs, beyond the drawn map. The blue Villains book would be an example.If there's nothing to base the decision on, there's no real skill in making it. Like, if the information one needs decide intelligently isn't available, there's no real skill in making the decision.
The answer to why they wouldn't is--as you say below--fidelity to the fiction. If the PCs can somehow put the DM in the position of defining Strahd's assets, they can eliminate them or otherwise deny him access to them. Or, if having Strahd use assets now, makes him look like an idiot earlier.
It seems plausible, yes.
I suppose it could be, if the players had any specific information to base the decision on. If they knew Strahd would prepare given time, or if they knew he was too powerful for them to take on at anything other than full strength. It also might depend on what is meant by "prepare." If it meant "call in allies or reinforcements," it might make sense to go after the allies or reinforcements.
If there's nothing to base the decision on, there's no real skill in making it. Like, if the information one needs decide intelligently isn't available, there's no real skill in making the decision.
I've read the discussion from @Ovinomancer and you about 5e vs SP with interest. It doesn't really chime with my experience. I have played and DM'd all versions of D&D from Basic onward. I find 5e as concrete as any other version.
For example, resources - spell slots, concentration, ki, superiority dice, Hit Dice, inspiration, channeling, encumbrance, equipment lists, various class-specific pools, exhaustion, and a few recovery mechanisms. I have not found resource management to be "out the window" in 5e so there is a dissonance for me when reading that.
Similarly, the rules for 5e are tightly knit and concrete. It is a complete game system: there is little that cannot be managed with the help of one or other mechanic. If time permits, perhaps you could point to some B/X rules that can cast this "looseness" of 5e rules into the light?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.